#include "dispenser.h"
#include "badguy/bouncing_snowball.h"
+#include "badguy/snowball.h"
+#include "badguy/mrbomb.h"
+#include "badguy/mriceblock.h"
+
Dispenser::Dispenser(LispReader& reader)
{
reader.read_float("cycle", cycle);
reader.read_string("badguy", badguy);
bbox.set_size(32, 32);
- sprite = sprite_manager->create("snowball");
+ sprite = sprite_manager->create("dispenser");
+ sprite->set_action("working");
}
void
void
Dispenser::activate()
-{
+{
dispense_timer.start(cycle, true);
+ launch_badguy();
}
bool
Dispenser::collision_squished(Player& player)
{
- remove_me();
+ //FIXME: Should act like a normal tile when killed
+ sprite->set_action("broken");
+ dispense_timer.start(0);
player.bounce(*this);
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));
+ launch_badguy();
}
}
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)
+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));
+ else if (badguy == "bouncingsnowball")
+ Sector::current()->add_object(new BouncingSnowball(get_pos().x, get_pos().y, dir));
+ else if (badguy == "mrbomb")
+ Sector::current()->add_object(new MrBomb(get_pos().x, get_pos().y, dir));
+ else if (badguy == "mriceblock")
+ Sector::current()->add_object(new MrIceBlock(get_pos().x, get_pos().y, dir));
+ else if (badguy == "random")
+ {}
+ }
+}