{
reader.get("cycle", cycle);
reader.get("badguy", badguy);
+ autotarget = false;
+ swivel = false;
if (badguy == "mrrocket") {
sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+ if( start_dir == AUTO ){
+ autotarget = true;
+ }
}
else {sprite->set_action("dropper");}
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
void
Dispenser::activate()
-{
+{
+ if(frozen)
+ return;
+ if (badguy == "mrrocket") {
+ sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+ }
dispense_timer.start(cycle, true);
launch_badguy();
}
+void
+Dispenser::deactivate()
+{
+ dispense_timer.stop();
+}
+
+//TODO: Add launching velocity to certain badguys
bool
-Dispenser::collision_squished(Player& player)
+Dispenser::collision_squished(GameObject& object)
{
//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);
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) player->bounce(*this);
+ kill_squished(object);
return true;
}
Dispenser::active_update(float )
{
if (dispense_timer.check()) {
- launch_badguy();
+ // auto always shoots in Tux's direction
+ if( autotarget ){
+ if( sprite->animation_done()) {
+ sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+ swivel = false;
+ }
+
+ Player* player = this->get_nearest_player();
+ if( player && !swivel ){
+ Direction targetdir = (player->get_pos().x > get_pos().x) ? RIGHT : LEFT;
+ if( dir != targetdir ){ // no target: swivel cannon
+ swivel = true;
+ dir = targetdir;
+ sprite->set_action(dir == LEFT ? "swivel-left" : "swivel-right", 1);
+ } else { // tux in sight: shoot
+ launch_badguy();
+ }
+ }
+ } else {
+ launch_badguy();
+ }
}
}
-//TODO: Add launching velocity to certain badguys
// Add themed randomizer
-// Fix initial direction (everyone but MrRocket walks the wrong direction)
void
Dispenser::launch_badguy()
{
}
}
+void
+Dispenser::freeze()
+{
+ BadGuy::freeze();
+ dispense_timer.stop();
+}
+
+void
+Dispenser::unfreeze()
+{
+ BadGuy::unfreeze();
+ activate();
+}
+
+bool
+Dispenser::is_freezable() const
+{
+ return true;
+}
IMPLEMENT_FACTORY(Dispenser, "dispenser")