#include "jumpy.h"
static const float JUMPSPEED=600;
+static const float JUMPY_MID_TOLERANCE=8;
+static const float JUMPY_LOW_TOLERANCE=2;
-Jumpy::Jumpy(LispReader& reader)
+Jumpy::Jumpy(const lisp::Lisp& reader)
{
- reader.read_float("x", start_position.x);
- reader.read_float("y", start_position.y);
- bbox.set_size(32, 32);
+ reader.get("x", start_position.x);
+ reader.get("y", start_position.y);
+ bbox.set_size(31.8, 31.8);
sprite = sprite_manager->create("jumpy");
}
void
-Jumpy::write(LispWriter& writer)
+Jumpy::write(lisp::Writer& writer)
{
writer.start_list("jumpy");
- writer.write_float("x", get_pos().x);
- writer.write_float("y", get_pos().y);
+ writer.write_float("x", start_position.x);
+ writer.write_float("y", start_position.y);
writer.end_list("jumpy");
}
HitResponse
-Jumpy::collision_solid(GameObject& , const CollisionHit& hit)
+Jumpy::collision_solid(GameObject& , const CollisionHit& chit)
+{
+ return hit(chit);
+}
+
+HitResponse
+Jumpy::collision_badguy(BadGuy& , const CollisionHit& chit)
+{
+ return hit(chit);
+}
+
+HitResponse
+Jumpy::hit(const CollisionHit& chit)
{
// hit floor?
- if(hit.normal.y < -.5) {
+ if(chit.normal.y < -.5) {
physic.set_velocity_y(JUMPSPEED);
- } else if(hit.normal.y < .5) { // bumped on roof
+ } else if(chit.normal.y < .5) { // bumped on roof
physic.set_velocity_y(0);
}
return CONTINUE;
}
+void
+Jumpy::active_action(float elapsed_time)
+{
+ BadGuy::active_action(elapsed_time);
+
+ dir = Sector::current()->player->get_pos().x > get_pos().x
+ ? RIGHT : LEFT;
+ //FIXME: add middle and up here
+
+ if ( get_pos().y >= (start_position.y - JUMPY_MID_TOLERANCE) )
+ sprite->set_action(dir == LEFT ? "left-middle" : "right-middle");
+ else if ( get_pos().y >= (start_position.y - JUMPY_LOW_TOLERANCE) )
+ sprite->set_action(dir == LEFT ? "left-down" : "right-down");
+ else
+ sprite->set_action(dir == LEFT ? "left-up" : "right-up");
+}
+
+IMPLEMENT_FACTORY(Jumpy, "jumpy")