// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#include <config.h>
#include "fish.hpp"
+#include "tile.hpp"
#include "object/tilemap.hpp"
+#include "log.hpp"
-static const float FISH_JUMP_POWER = 700;
-static const float FISH_FALL_BY_Y = 10;
-static const float FISH_WAIT_TIME = 3;
+static const float FISH_JUMP_POWER = -600;
+static const float FISH_WAIT_TIME = 1;
Fish::Fish(const lisp::Lisp& reader)
- : waiting(false)
+ : 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);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("fish");
physic.enable_gravity(true);
}
-Fish::Fish(float pos_x, float pos_y)
- : waiting(false)
+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;
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("fish");
physic.enable_gravity(true);
}
writer.end_list("fish");
}
-HitResponse
-Fish::collision_solid(GameObject& other, const CollisionHit& chit)
+void
+Fish::collision_solid(const CollisionHit& chit)
{
- return hit(chit);
+ hit(chit);
}
HitResponse
-Fish::collision_badguy(BadGuy& other, const CollisionHit& chit)
+Fish::collision_badguy(BadGuy& , const CollisionHit& chit)
{
return hit(chit);
}
+void
+Fish::draw(DrawingContext& context)
+{
+ if(waiting.started())
+ return;
+
+ if (get_state() == STATE_FALLING) {
+ sprite->set_action("down");
+ sprite->draw(context, get_pos(), layer);
+ }
+ else if (get_state() == STATE_ACTIVE) {
+ sprite->draw(context, get_pos(), layer);
+ }
+}
+
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);
}
}
void
+Fish::collision_tile(uint32_t tile_attributes)
+{
+ 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);
+ }
+
+ }
+}
+
+void
Fish::active_update(float elapsed_time)
{
BadGuy::active_update(elapsed_time);
- // check state and modify accordingly
- if (!waiting && physic.get_velocity_y() < 0
- && (get_pos().y - start_position.y) >= FISH_FALL_BY_Y) // we fell far enough
- {
- start_waiting();
+ // waited long enough?
+ if(waiting.check()) {
+ jump();
}
- else if (waiting)
- {
- waiting_for += elapsed_time;
- if (waiting_for >= FISH_WAIT_TIME) // we've been waiting long enough
- {
- waiting = false;
- physic.set_velocity_y(FISH_JUMP_POWER);
- physic.enable_gravity(true);
- }
- }
-
+
// 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
{
- physic.set_velocity_y(0);
- physic.enable_gravity(true);
- }
- else if (Sector::current() && // spares us from possible segfaults
- (get_pos().y - 31.8) > (Sector::current()->solids->get_height() * 32)) // too low, wait.
- {
- start_waiting();
+ physic.set_velocity_y(0);
+ physic.enable_gravity(true);
}
}
void
Fish::start_waiting()
{
- waiting_for = 0;
- waiting = true;
+ waiting.start(FISH_WAIT_TIME);
+ set_colgroup_active(COLGROUP_DISABLED);
physic.enable_gravity(false);
physic.set_velocity_y(0);
}
+void
+Fish::jump()
+{
+ physic.set_velocity_y(FISH_JUMP_POWER);
+ physic.enable_gravity(true);
+ 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")