fixed kugelblitz, added electrifier object
[supertux.git] / src / badguy / kugelblitz.cpp
index d04f4e4..94be058 100644 (file)
 #include <config.h>
 
 #include "kugelblitz.hpp"
+#include "object/tilemap.hpp"
+#include "tile.hpp"
+
+#define  LIFETIME 5
+#define  MOVETIME 0.75
+#define  BASE_SPEED 200
+#define  RAND_SPEED 150
 
 Kugelblitz::Kugelblitz(const lisp::Lisp& reader)
     : groundhit_pos_set(false)
@@ -48,18 +55,42 @@ Kugelblitz::activate()
 {
   physic.set_velocity_y(-300);
   physic.set_velocity_x(-20); //fall a little to the left
+  direction = 1;
+  dying = false;
 }
 
 HitResponse
-Kugelblitz::collision_solid(GameObject& other, const CollisionHit& chit)
+Kugelblitz::collision_solid(GameObject& , const CollisionHit& chit)
 {
   return hit(chit);
 }
 
 HitResponse
+Kugelblitz::collision_player(Player& player, const CollisionHit& )
+{
+  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(Player::SHRINK);
+      explode();
+    return FORCE_MOVE;
+  }
+  player.kill(Player::SHRINK);
+  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);
 }
@@ -71,12 +102,17 @@ Kugelblitz::hit(const CollisionHit& chit)
   if(chit.normal.y < -.5) {
     if (!groundhit_pos_set)
     {
-      pos_groundhit = get_pos(); //I'm leaving this in, we might need it here, too
+      pos_groundhit = get_pos();
       groundhit_pos_set = true;
     }
     sprite->set_action("flying");
     physic.set_velocity_y(0);
-    physic.set_velocity_x(100);
+    //Set random initial speed and direction
+    if ((rand() % 2) == 1) direction = 1; else direction = -1;
+    int speed = (BASE_SPEED + (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
     physic.set_velocity_y(0);
@@ -88,7 +124,42 @@ Kugelblitz::hit(const CollisionHit& chit)
 void
 Kugelblitz::active_update(float elapsed_time)
 {
-  BadGuy::active_update(elapsed_time);
+  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 + (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();
+    }
+  }
+  BadGuy::active_update(elapsed_time);  
+}
+
+void
+Kugelblitz::kill_fall()
+{
+}
+
+void
+Kugelblitz::explode()
+{
+  if (!dying) {
+    sprite->set_action("pop");
+    lifetime.start(0.2);
+    dying = true;
+  }
+  else remove_me();
 }
 
 IMPLEMENT_FACTORY(Kugelblitz, "kugelblitz")