{
public:
BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS);
+ BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer = LAYER_OBJECTS);
BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS);
- virtual BadGuy* clone() const = 0;
/** Called when the badguy is drawn. The default implementation simply draws
* the badguy sprite on screen
* implemetnation calls collision_player, collision_solid, collision_badguy
* and collision_squished
*/
- virtual HitResponse collision(GameObject& other,
- const CollisionHit& hit);
+ virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
/** Called when a collision with tile with special attributes occured */
virtual void collision_tile(uint32_t tile_attributes);
*/
virtual void save(lisp::Writer& writer);
+ /**
+ * True if this badguy can break bricks or open bonusblocks in his current form.
+ */
+ virtual bool can_break()
+ {
+ return false;
+ }
+
Vector get_start_position() const
{
return start_position;
};
/** Called when the badguy collided with a player */
- virtual HitResponse collision_player(Player& player,
- const CollisionHit& hit);
+ virtual HitResponse collision_player(Player& player, const CollisionHit& hit);
/** Called when the badguy collided with solid ground */
- virtual HitResponse collision_solid(GameObject& other,
- const CollisionHit& hit);
+ virtual void collision_solid(const CollisionHit& hit);
/** Called when the badguy collided with another badguy */
- virtual HitResponse collision_badguy(BadGuy& other,
- const CollisionHit& hit);
+ virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit);
/** Called when the player hit the badguy from above. You should return true
* if the badguy was squished, false if squishing wasn't possible
virtual bool collision_squished(Player& player);
/** Called when the badguy collided with a bullet */
- virtual HitResponse collision_bullet(Bullet& bullet,
- const CollisionHit& hit);
+ virtual HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit);
/** called each frame when the badguy is activated. */
virtual void active_update(float elapsed_time);
Vector start_position;
+ /**
+ * The direction we currently face in
+ */
Direction dir;
+ /**
+ * The direction we initially faced in
+ */
+ Direction start_dir;
+
+ /**
+ * Get Direction from String.
+ */
+ Direction str2dir( std::string dir_str );
+
+ /**
+ * Update on_ground_flag judging by solid collision @c hit.
+ * This gets called from the base implementation of collision_solid, so call this when overriding collision_solid's default behaviour.
+ */
+ void update_on_ground_flag(const CollisionHit& hit);
+
+ /**
+ * Returns true if we touched ground in the past frame
+ * This only works if update_on_ground_flag() gets called in collision_solid.
+ */
+ bool on_ground();
+
private:
void try_activate();
State state;
Timer state_timer;
+ bool on_ground_flag;
};
#endif