#include "badguy/snowball.h"
#include "badguy/mrbomb.h"
#include "badguy/mriceblock.h"
+#include "badguy/mrrocket.h"
+#include "badguy/poisonivy.h"
-
-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_float("cycle", cycle);
- 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("dispenser");
- sprite->set_action("working");
+ 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);
bool
Dispenser::collision_squished(Player& player)
{
- //FIXME: Should act like a normal tile when killed
- sprite->set_action("broken");
+ //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;
}
}
}
-HitResponse
-Dispenser::collision_solid(GameObject& , const CollisionHit& hit)
-{
- 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());
- }
-
- return CONTINUE;
-}
-
-//TODO: Add launching velocity to badguys
-// Add randomizer
-// Clean up stuff I copied without understanding what it does :)
-// Stop dispensing when game is paused (timer related problem)
-// Lots-O-Stuff (tm)
+//TODO: Add launching velocity to certain badguys
+// Add themed randomizer
+// Fix initial direction (everyone but MrRocket walks the wrong direction)
void
Dispenser::launch_badguy()
{
//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, dir));
+ 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, dir));
+ 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, dir));
+ 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, dir));
+ 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;
+ }
+ }
}
}
+IMPLEMENT_FACTORY(Dispenser, "dispenser")