Some more aspect ratio stuff
[supertux.git] / src / badguy / fish.cpp
index d70ad8a..93898d4 100644 (file)
 #include "fish.hpp"
 #include "tile.hpp"
 #include "object/tilemap.hpp"
+#include "log.hpp"
 
-static const float FISH_JUMP_POWER = 600;
+static const float FISH_JUMP_POWER = -600;
 static const float FISH_WAIT_TIME = 1;
 
 Fish::Fish(const lisp::Lisp& reader)
+       : BadGuy(reader, "images/creatures/fish/fish.sprite", LAYER_TILES-1), stop_y(0)
 {
-  reader.get("x", start_position.x);
-  reader.get("y", start_position.y);
-  sprite = sprite_manager->create("images/creatures/fish/fish.sprite");
-  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
   physic.enable_gravity(true);
 }
 
-Fish::Fish(float pos_x, float pos_y)
+Fish::Fish(const Vector& pos)
+       : BadGuy(pos, "images/creatures/fish/fish.sprite", LAYER_TILES-1), stop_y(0)
 {
-  start_position.x = pos_x;
-  start_position.y = pos_y;
-  sprite = sprite_manager->create("images/creatures/fish/fish.sprite");
-  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
   physic.enable_gravity(true);
 }
 
@@ -55,10 +50,10 @@ Fish::write(lisp::Writer& writer)
   writer.end_list("fish");
 }
 
-HitResponse
-Fish::collision_solid(GameObject& , const CollisionHit& chit)
+void
+Fish::collision_solid(const CollisionHit& chit)
 {
-  return hit(chit);
+  hit(chit);
 }
 
 HitResponse
@@ -77,9 +72,9 @@ Fish::draw(DrawingContext& context)
 }
 
 HitResponse
-Fish::hit(const CollisionHit& chit)
+Fish::hit(const CollisionHit& hit)
 {
-  if(chit.normal.y < .5) { // hit ceiling
+  if(hit.top) {
     physic.set_velocity_y(0);
   }
 
@@ -89,9 +84,18 @@ Fish::hit(const CollisionHit& chit)
 void
 Fish::collision_tile(uint32_t tile_attributes)
 {
-  if(tile_attributes & Tile::WATER) {
-    start_waiting();
-    movement = Vector(0, 0);
+  if ((tile_attributes & Tile::WATER) && (physic.get_velocity_y() >= 0)) {
+
+    // initialize stop position if uninitialized
+    if (stop_y == 0) stop_y = get_pos().y + get_bbox().get_height();
+
+    // stop when we have reached the stop position
+    if (get_pos().y >= stop_y) {
+      if(!frozen)
+        start_waiting();
+      movement = Vector(0, 0);
+    }
+
   }
 }
 
@@ -104,10 +108,11 @@ Fish::active_update(float elapsed_time)
   if(waiting.check()) {
     jump();
   }
-  
+
   // set sprite
-  sprite->set_action(physic.get_velocity_y() > 0 ? "normal" : "down");
-  
+  if(!frozen)
+    sprite->set_action(physic.get_velocity_y() < 0 ? "normal" : "down");
+
   // we can't afford flying out of the tilemap, 'cause the engine would remove us.
   if ((get_pos().y - 31.8) < 0) // too high, let us fall
   {
@@ -120,7 +125,7 @@ void
 Fish::start_waiting()
 {
   waiting.start(FISH_WAIT_TIME);
-  set_group(COLGROUP_DISABLED);
+  set_colgroup_active(COLGROUP_DISABLED);
   physic.enable_gravity(false);
   physic.set_velocity_y(0);
 }
@@ -130,7 +135,28 @@ Fish::jump()
 {
   physic.set_velocity_y(FISH_JUMP_POWER);
   physic.enable_gravity(true);
-  set_group(COLGROUP_MOVING);
+  set_colgroup_active(COLGROUP_MOVING);
+}
+
+void
+Fish::freeze()
+{
+  BadGuy::freeze();
+  sprite->set_action(physic.get_velocity_y() < 0 ? "iced" : "iced-down");
+  waiting.stop();
+}
+
+void
+Fish::unfreeze()
+{ // does this happen at all? (or do fishes die when they fall frozen?)
+  BadGuy::unfreeze();
+  start_waiting();
+}
+
+bool
+Fish::is_freezable() const
+{
+  return true;
 }
 
 IMPLEMENT_FACTORY(Fish, "fish")