* svn:ignored .externalToolBuilders in root directory (Eclipse+CDT)
[supertux.git] / src / badguy / badguy.cpp
index dd8544e..aa0af89 100644 (file)
 
 #include "badguy.h"
 #include "object/camera.h"
+#include "statistics.h"
 
 static const float SQUISH_TIME = 2;
 static const float X_OFFSCREEN_DISTANCE = 1600;
 static const float Y_OFFSCREEN_DISTANCE = 1200;
 
 BadGuy::BadGuy()
-  : sprite(0), dir(LEFT), state(STATE_INIT)
+  : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
 {
 }
 
@@ -54,7 +55,7 @@ BadGuy::draw(DrawingContext& context)
 }
 
 void
-BadGuy::action(float elapsed_time)
+BadGuy::update(float elapsed_time)
 {
   if(!Sector::current()->inside(bbox)) {
     remove_me();
@@ -66,11 +67,11 @@ BadGuy::action(float elapsed_time)
   
   switch(state) {
     case STATE_ACTIVE:
-      active_action(elapsed_time);
+      active_update(elapsed_time);
       break;
     case STATE_INIT:
     case STATE_INACTIVE:
-      inactive_action(elapsed_time);
+      inactive_update(elapsed_time);
       try_activate();
       break;
     case STATE_SQUISHED:
@@ -97,13 +98,13 @@ BadGuy::deactivate()
 }
 
 void
-BadGuy::active_action(float elapsed_time)
+BadGuy::active_update(float elapsed_time)
 {
   movement = physic.get_movement(elapsed_time);
 }
 
 void
-BadGuy::inactive_action(float )
+BadGuy::inactive_update(float )
 {
 }
 
@@ -153,7 +154,7 @@ BadGuy::collision_player(Player& player, const CollisionHit& )
     return ABORT_MOVE;
   }
   // hit from above?
-  if(player.get_movement().y > 0 && player.get_bbox().p2.y <
+  if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y <
       (get_bbox().p1.y + get_bbox().p2.y) / 2) {
     // if it's not is it possible to squish us, then this will hurt
     if(!collision_squished(player))
@@ -185,6 +186,7 @@ BadGuy::kill_squished(Player& player)
   physic.set_velocity_x(0);
   physic.set_velocity_y(0);
   set_state(STATE_SQUISHED);
+  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
   player.bounce(*this);
 }
 
@@ -193,6 +195,7 @@ BadGuy::kill_fall()
 {
   sound_manager->play_sound("fall", this,
       Sector::current()->player->get_pos());
+  global_stats.add_points(BADGUYS_KILLED_STAT, 1);
   physic.set_velocity_y(0);
   physic.enable_gravity(true);
   set_state(STATE_FALLING);