Dispenser::Dispenser(const lisp::Lisp& reader)
: BadGuy(reader, "images/creatures/dispenser/dispenser.sprite")
{
- set_direction = false;
- reader.get("direction", direction);
- if( direction != "auto" && direction != ""){
- set_direction = true;
- initial_direction = str2dir( direction );
- dir = str2dir( direction );
- }
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());
{
writer.start_list("dispenser");
- writer.write_string("direction", direction);
writer.write_float("x", start_position.x);
writer.write_float("y", start_position.y);
writer.write_float("cycle", cycle);
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
void
Dispenser::launch_badguy()
{
- if( set_direction ){
- dir = initial_direction;
- }
//FIXME: Does is_offscreen() work right here?
if (!is_offscreen()) {
if (badguy == "snowball")
}
}
+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")