// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
#include <config.h>
#include "badguy.hpp"
#include "log.hpp"
#include "level.hpp"
#include "object/bullet.hpp"
+#include "main.hpp"
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
static const float Y_OFFSCREEN_DISTANCE = 1200;
BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer)
- : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), state(STATE_INIT)
+ : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), state(STATE_INIT)
+{
+ start_position = bbox.p1;
+
+ sound_manager->preload("sounds/squish.wav");
+ sound_manager->preload("sounds/fall.wav");
+}
+
+BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer)
+ : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(direction), start_dir(direction), state(STATE_INIT)
{
start_position = bbox.p1;
+
+ sound_manager->preload("sounds/squish.wav");
+ sound_manager->preload("sounds/fall.wav");
}
BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer)
- : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), state(STATE_INIT)
+ : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), state(STATE_INIT)
{
start_position = bbox.p1;
+
+ std::string dir_str = "auto";
+ reader.get("direction", dir_str);
+ start_dir = str2dir( dir_str );
+ dir = start_dir;
+
+ sound_manager->preload("sounds/squish.wav");
+ sound_manager->preload("sounds/fall.wav");
}
void
return;
}
if(is_offscreen()) {
+ if (state == STATE_ACTIVE) deactivate();
set_state(STATE_INACTIVE);
}
}
}
+Direction
+BadGuy::str2dir( std::string dir_str )
+{
+ if( dir_str == "auto" )
+ return AUTO;
+ if( dir_str == "left" )
+ return LEFT;
+ if( dir_str == "right" )
+ return RIGHT;
+
+ //default to "auto"
+ log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"" << std::endl;;
+ return AUTO;
+}
+
void
BadGuy::activate()
{
return collision_solid(other, hit);
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy && badguy->state == STATE_ACTIVE)
+ if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING)
return collision_badguy(*badguy, hit);
Player* player = dynamic_cast<Player*> (&other);
/* Activate badguys if they're just around the screen to avoid
* the effect of having badguys suddenly popping up from nowhere.
*/
- if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+ //Badguy left of screen
+ if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
start_position.x < scroll_x - bbox.get_width() &&
start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = RIGHT;
+ if (start_dir != AUTO) dir = start_dir; else dir = RIGHT;
set_state(STATE_ACTIVE);
activate();
- } else if (start_position.x > scroll_x &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
+ //Badguy right of screen
+ } else if (start_position.x > scroll_x + SCREEN_WIDTH &&
+ start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE &&
start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = LEFT;
+ if (start_dir != AUTO) dir = start_dir; else dir = LEFT;
set_state(STATE_ACTIVE);
activate();
+ //Badguy over or under screen
} else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
- ((start_position.y > scroll_y &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
- (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y))) {
- dir = start_position.x < scroll_x ? RIGHT : LEFT;
- set_state(STATE_ACTIVE);
- activate();
+ start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
+ ((start_position.y > scroll_y + SCREEN_HEIGHT &&
+ start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) ||
+ (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y - bbox.get_height() ))) {
+ if (start_dir != AUTO) dir = start_dir; else dir = start_position.x < scroll_x ? RIGHT : LEFT;
+ set_state(STATE_ACTIVE);
+ activate();
} else if(state == STATE_INIT
&& start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
&& start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
&& start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
&& start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = LEFT;
+ if (start_dir != AUTO) {
+ dir = start_dir;
+ } else {
+ // if nearest player is to our right, start facing right
+ Player* player = get_nearest_player();
+ if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
+ dir = RIGHT;
+ } else {
+ dir = LEFT;
+ }
+ }
set_state(STATE_ACTIVE);
activate();
}