-// $Id: Kugelblitz.cpp 2654 2005-06-29 14:16:22Z wansti $
-//
// SuperTux
-// Copyright (C) 2005 Marek Moeckel <wansti@gmx.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
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// 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.
-#include <config.h>
-
-#include "kugelblitz.hpp"
-#include "sector.hpp"
-#include "object/tilemap.hpp"
-#include "tile.hpp"
-
-Kugelblitz::Kugelblitz(const lisp::Lisp& reader)
- : groundhit_pos_set(false)
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+#include "badguy/kugelblitz.hpp"
+#include "math/random_generator.hpp"
+#include "object/camera.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+
+#define LIFETIME 5
+#define MOVETIME 0.75
+#define BASE_SPEED 200
+#define RAND_SPEED 150
+
+static const float X_OFFSCREEN_DISTANCE = 1600;
+static const float Y_OFFSCREEN_DISTANCE = 1200;
+
+Kugelblitz::Kugelblitz(const Reader& reader) :
+ BadGuy(reader, "images/creatures/kugelblitz/kugelblitz.sprite"),
+ pos_groundhit(),
+ groundhit_pos_set(false),
+ dying(),
+ movement_timer(),
+ lifetime(),
+ direction(),
+ state()
{
reader.get("x", start_position.x);
- start_position.y = 0; //place above visible area
- bbox.set_size(63.8, 63.8);
- sprite = sprite_manager->create("kugelblitz");
sprite->set_action("falling");
physic.enable_gravity(false);
+ countMe = false;
}
void
-Kugelblitz::write(lisp::Writer& writer)
+Kugelblitz::initialize()
{
- writer.start_list("kugelblitz");
-
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
-
- writer.end_list("kugelblitz");
+ physic.set_velocity_y(300);
+ physic.set_velocity_x(-20); //fall a little to the left
+ direction = 1;
+ dying = false;
}
void
-Kugelblitz::activate()
+Kugelblitz::collision_solid(const CollisionHit& chit)
{
- physic.set_velocity_y(-300);
- physic.set_velocity_x(-20); //fall a little to the left
- direction = 1;
+ hit(chit);
}
HitResponse
-Kugelblitz::collision_solid(GameObject& other, const CollisionHit& chit)
+Kugelblitz::collision_player(Player& player, const CollisionHit& )
{
- return hit(chit);
+ if(player.is_invincible()) {
+ explode();
+ return ABORT_MOVE;
+ }
+ // hit from above?
+ if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y <
+ (get_bbox().p1.y + get_bbox().p2.y) / 2) {
+ // if it's not is it possible to squish us, then this will hurt
+ if(!collision_squished(player))
+ player.kill(false);
+ explode();
+ return FORCE_MOVE;
+ }
+ player.kill(false);
+ explode();
+ return FORCE_MOVE;
}
HitResponse
Kugelblitz::collision_badguy(BadGuy& other , const CollisionHit& chit)
{
- //Let the Kugelblitz explode, too?
+ //Let the Kugelblitz explode, too? The problem with that is that
+ //two Kugelblitzes would cancel each other out on contact...
other.kill_fall();
return hit(chit);
}
HitResponse
-Kugelblitz::hit(const CollisionHit& chit)
+Kugelblitz::hit(const CollisionHit& hit)
{
// hit floor?
- if(chit.normal.y < -.5) {
+ if(hit.bottom) {
if (!groundhit_pos_set)
{
pos_groundhit = get_pos();
}
sprite->set_action("flying");
physic.set_velocity_y(0);
- movement_timer.start(1500);
+ //Set random initial speed and direction
+ direction = systemRandom.rand(2)? 1: -1;
+ int speed = (BASE_SPEED + (systemRandom.rand(RAND_SPEED))) * direction;
+ physic.set_velocity_x(speed);
+ movement_timer.start(MOVETIME);
+ lifetime.start(LIFETIME);
- } else if(chit.normal.y < .5) { // bumped on roof
+ } else if(hit.top) { // bumped on roof
physic.set_velocity_y(0);
}
void
Kugelblitz::active_update(float elapsed_time)
{
- if (groundhit_pos_set) {
- if (movement_timer.check()) {
- //std::cout << "IM HERE" << std::endl;
- //FIXME: Find out why the program never gets here
- if (direction == 1) direction = -1; else direction = 1;
- int speed = (300 + (rand() % 300)) * direction;
- physic.set_velocity_x(speed);
- movement_timer.start(1500);
+ if (lifetime.check()) {
+ explode();
+ }
+ else {
+ if (groundhit_pos_set) {
+ if (movement_timer.check()) {
+ if (direction == 1) direction = -1; else direction = 1;
+ int speed = (BASE_SPEED + (systemRandom.rand(RAND_SPEED))) * direction;
+ physic.set_velocity_x(speed);
+ movement_timer.start(MOVETIME);
+ }
}
+ /*
+ if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 16) {
+ //HIT WATER
+ Sector::current()->add_object(new Electrifier(75,1421,1.5));
+ Sector::current()->add_object(new Electrifier(76,1422,1.5));
+ explode();
+ }
+ if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 48) {
+ //HIT ELECTRIFIED WATER
+ explode();
+ }
+ */
}
- if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 16) {
- //HIT WATER
+ BadGuy::active_update(elapsed_time);
+}
+
+void
+Kugelblitz::kill_fall()
+{
+}
+
+void
+Kugelblitz::explode()
+{
+ if (!dying) {
+ sprite->set_action("pop");
+ lifetime.start(0.2f);
+ dying = true;
}
- BadGuy::active_update(elapsed_time);
+ else remove_me();
}
-IMPLEMENT_FACTORY(Kugelblitz, "kugelblitz")
+void
+Kugelblitz::try_activate()
+{
+ //FIXME: Don't activate Kugelblitz before it's on-screen
+ float scroll_x = Sector::current()->camera->get_translation().x;
+ float scroll_y = Sector::current()->camera->get_translation().y;
+
+ /* Activate badguys if they're just around the screen to avoid
+ * the effect of having badguys suddenly popping up from nowhere.
+ */
+ if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+ start_position.x < scroll_x - bbox.get_width() &&
+ start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
+ dir = RIGHT;
+ set_state(STATE_ACTIVE);
+ activate();
+ } else if (start_position.x > scroll_x &&
+ start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
+ start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
+ dir = LEFT;
+ set_state(STATE_ACTIVE);
+ activate();
+ } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+ start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
+ ((start_position.y > scroll_y &&
+ start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
+ (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y))) {
+ dir = start_position.x < scroll_x ? RIGHT : LEFT;
+ set_state(STATE_ACTIVE);
+ activate();
+ } else if(state == STATE_INIT
+ && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
+ && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
+ && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
+ && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
+ dir = LEFT;
+ set_state(STATE_ACTIVE);
+ activate();
+ }
+}
+
+IMPLEMENT_FACTORY(Kugelblitz, "kugelblitz");
+
+/* EOF */