#include "dispenser.h"
#include "badguy/bouncing_snowball.h"
+#include "badguy/snowball.h"
+#include "badguy/mrbomb.h"
+#include "badguy/mriceblock.h"
+#include "badguy/mrrocket.h"
+#include "badguy/poisonivy.h"
-#define DISPENSE_TIME 3
-
-Dispenser::Dispenser(LispReader& reader)
+Dispenser::Dispenser(const lisp::Lisp& reader)
{
- reader.read_float("x", start_position.x);
- reader.read_float("y", start_position.y);
- reader.read_string("badguy", badguy);
+ reader.get("x", start_position.x);
+ reader.get("y", start_position.y);
+ reader.get("cycle", cycle);
+ reader.get("badguy", badguy);
bbox.set_size(32, 32);
- sprite = sprite_manager->create("snowball");
+ sprite = sprite_manager->create("dispenser");
+ if (badguy == "mrrocket") {
+ sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+ }
+ else {sprite->set_action("dropper");}
}
void
-Dispenser::write(LispWriter& writer)
+Dispenser::write(lisp::Writer& writer)
{
writer.start_list("dispenser");
- writer.write_float("x", get_pos().x);
- writer.write_float("y", get_pos().y);
+ writer.write_float("x", start_position.x);
+ writer.write_float("y", start_position.y);
+ writer.write_float("cycle", cycle);
writer.write_string("badguy", badguy);
writer.end_list("dispenser");
void
Dispenser::activate()
-{
- dispense_timer.start(DISPENSE_TIME, true);
+{
+ dispense_timer.start(cycle, true);
+ launch_badguy();
}
bool
Dispenser::collision_squished(Player& player)
{
- remove_me();
+ //TODO: Should it act like a normal tile when killed?
+ sprite->set_action(dir == LEFT ? "broken-left" : "broken-right");
+ dispense_timer.start(0);
player.bounce(*this);
+ kill_squished(player);
return true;
}
void
-Dispenser::active_action(float elapsed_time)
+Dispenser::active_action(float )
{
- if (dispense_timer.check()) {
- Sector::current()->add_object(new BouncingSnowball(get_pos().x, get_pos().y));
- }
+ if (dispense_timer.check()) {
+ launch_badguy();
+ }
}
-HitResponse
-Dispenser::collision_solid(GameObject& , const CollisionHit& hit)
+//TODO: Add launching velocity to certain badguys
+// Add themed randomizer
+// Fix initial direction (everyone but MrRocket walks the wrong direction)
+void
+Dispenser::launch_badguy()
{
- if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
- physic.set_velocity_y(0);
- } else { // hit right or left
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
+ //FIXME: Does is_offscreen() work right here?
+ if (!is_offscreen()) {
+ if (badguy == "snowball")
+ Sector::current()->add_object(new SnowBall(get_pos().x, get_pos().y+32, dir));
+ else if (badguy == "bouncingsnowball")
+ Sector::current()->add_object(new BouncingSnowball(get_pos().x, get_pos().y+32, dir));
+ else if (badguy == "mrbomb")
+ Sector::current()->add_object(new MrBomb(get_pos().x, get_pos().y+32, dir));
+ else if (badguy == "mriceblock")
+ Sector::current()->add_object(new MrIceBlock(get_pos().x, get_pos().y+32, dir));
+ else if (badguy == "mrrocket") {
+ int offset = (dir == LEFT ? -32 : 32);
+ Sector::current()->add_object(new MrRocket(get_pos().x+offset, get_pos().y, dir));}
+ else if (badguy == "poisonivy")
+ Sector::current()->add_object(new PoisonIvy(get_pos().x, get_pos().y+32, dir));
+ else if (badguy == "random")
+ {
+ switch (rand()%5)
+ {
+ case 0: Sector::current()->add_object(new SnowBall(get_pos().x, get_pos().y+32, dir)); break;
+ case 1: Sector::current()->add_object(new BouncingSnowball(get_pos().x, get_pos().y+32, dir)); break;
+ case 2: Sector::current()->add_object(new MrBomb(get_pos().x, get_pos().y+32, dir)); break;
+ case 3: Sector::current()->add_object(new MrIceBlock(get_pos().x, get_pos().y+32, dir)); break;
+ case 4: Sector::current()->add_object(new PoisonIvy(get_pos().x, get_pos().y+32, dir)); break;
+ }
+ }
}
-
- return CONTINUE;
}
+
+IMPLEMENT_FACTORY(Dispenser, "dispenser")