-// $Id: Kugelblitz.cpp 2654 2005-06-29 14:16:22Z wansti $
-//
+// $Id$
+//
// 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
// 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 "kugelblitz.hpp"
#include "object/tilemap.hpp"
+#include "object/camera.hpp"
#include "tile.hpp"
+#include "random_generator.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 lisp::Lisp& reader)
- : groundhit_pos_set(false)
+ : BadGuy(Vector(0,0), "images/creatures/kugelblitz/kugelblitz.sprite"), groundhit_pos_set(false)
{
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);
}
writer.start_list("kugelblitz");
writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
writer.end_list("kugelblitz");
}
void
Kugelblitz::activate()
{
- physic.set_velocity_y(-300);
+ 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& , const CollisionHit& chit)
+void
+Kugelblitz::collision_solid(const CollisionHit& chit)
{
- return hit(chit);
+ hit(chit);
}
HitResponse
(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);
+ player.kill(false);
explode();
return FORCE_MOVE;
}
- player.kill(Player::SHRINK);
+ player.kill(false);
explode();
return FORCE_MOVE;
}
}
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);
//Set random initial speed and direction
- if ((rand() % 2) == 1) direction = 1; else direction = -1;
- int speed = (BASE_SPEED + (rand() % RAND_SPEED)) * 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);
}
if (groundhit_pos_set) {
if (movement_timer.check()) {
if (direction == 1) direction = -1; else direction = 1;
- int speed = (BASE_SPEED + (rand() % RAND_SPEED)) * direction;
+ 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();
+ }
+ */
}
- BadGuy::active_update(elapsed_time);
+ BadGuy::active_update(elapsed_time);
}
void
else remove_me();
}
+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")