#include <config.h>
#include "kugelblitz.hpp"
-#include "sector.hpp"
#include "object/tilemap.hpp"
+#include "object/camera.hpp"
#include "tile.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)
{
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 = sprite_manager->create("images/creatures/kugelblitz/kugelblitz.sprite");
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");
}
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);
}
}
sprite->set_action("flying");
physic.set_velocity_y(0);
- movement_timer.start(1500);
+ //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);
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();
}
- if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 16) {
- //HIT WATER
+ 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();
+ }
+ if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 48) {
+ //HIT ELECTRIFIED WATER
+ 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();
+}
+
+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")