#include "tile.hpp"
#include "statistics.hpp"
#include "game_session.hpp"
+#include "log.hpp"
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
static const float Y_OFFSCREEN_DISTANCE = 1200;
BadGuy::BadGuy()
- : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT)
+ : countMe(true), sprite(0), remove_out_of_bounds(true), dir(LEFT), state(STATE_INIT)
{
set_group(COLGROUP_DISABLED);
}
void
BadGuy::update(float elapsed_time)
{
- if(!Sector::current()->inside(bbox)) {
+ if(!Sector::current()->inside(bbox) && remove_out_of_bounds) {
remove_me();
return;
}
void
BadGuy::save(lisp::Writer& )
{
- std::cout << "Warning: tried to write out a generic badguy." << std::endl;
+ log_warning << "tried to write out a generic badguy" << std::endl;
}
void
}
HitResponse
-BadGuy::collision_player(Player& player, const CollisionHit& )
+BadGuy::collision_player(Player& player, const CollisionHit& hit)
{
if(player.is_invincible()) {
kill_fall();
return ABORT_MOVE;
}
+ printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n",
+ game_time,
+ player.get_movement().x, player.get_movement().y,
+ get_movement().x, get_movement().y,
+ hit.normal.x, hit.normal.y);
// hit from above?
- if(player.get_movement().y - 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 possible to squish us, then this will hurt
if(collision_squished(player))
- return CONTINUE;
+ return ABORT_MOVE;
}
player.kill(Player::SHRINK);