#include "mrbomb.hpp"
#include "bomb.hpp"
-
-static const float WALKSPEED = 80;
+#include "sprite/sprite_manager.hpp"
MrBomb::MrBomb(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/mr_cherry/mr_cherry.sprite")
+ : WalkingBadguy(reader, "images/creatures/mr_bomb/mr_bomb.sprite", "left", "right")
{
+ walk_speed = 80;
+ max_drop_height = 0;
+ grabbed = false;
+
+ //Check if we need another sprite
+ if( !reader.get( "sprite", sprite_name ) ){
+ return;
+ }
+ if( sprite_name == "" ){
+ sprite_name = "images/creatures/mr_bomb/mr_bomb.sprite";
+ return;
+ }
+ //Replace sprite
+ sprite = sprite_manager->create( sprite_name );
}
+/* MrBomb created by a despencer always gets default sprite atm.*/
MrBomb::MrBomb(const Vector& pos, Direction d)
- : BadGuy(pos, d, "images/creatures/mr_cherry/mr_cherry.sprite")
+ : WalkingBadguy(pos, d, "images/creatures/mr_bomb/mr_bomb.sprite", "left", "right")
{
+ walk_speed = 80;
+ max_drop_height = 0;
+ grabbed = false;
}
void
MrBomb::write(lisp::Writer& writer)
{
writer.start_list("mrbomb");
-
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
-
+ WalkingBadguy::write(writer);
writer.end_list("mrbomb");
}
-void
-MrBomb::activate()
+HitResponse
+MrBomb::collision(GameObject& object, const CollisionHit& hit)
{
- physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
- sprite->set_action(dir == LEFT ? "left" : "right");
+ if(grabbed)
+ return FORCE_MOVE;
+ return WalkingBadguy::collision(object, hit);
}
-void
-MrBomb::active_update(float elapsed_time)
+HitResponse
+MrBomb::collision_player(Player& player, const CollisionHit& hit)
{
- if (might_fall())
- {
- dir = (dir == LEFT ? RIGHT : LEFT);
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
- }
-
- BadGuy::active_update(elapsed_time);
+ if(grabbed)
+ return FORCE_MOVE;
+ return WalkingBadguy::collision_player(player, hit);
}
bool
MrBomb::collision_squished(Player& player)
{
remove_me();
- Sector::current()->add_object(new Bomb(get_pos(), dir));
+ Sector::current()->add_object(new Bomb(get_pos(), dir, sprite_name ));
kill_squished(player);
return true;
}
-HitResponse
-MrBomb::collision_solid(GameObject& , const CollisionHit& hit)
+void
+MrBomb::active_update(float elapsed_time)
{
- if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
- physic.set_velocity_y(0);
- } else { // hit right or left
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
- }
+ if(grabbed)
+ return;
+ WalkingBadguy::active_update(elapsed_time);
+}
- return CONTINUE;
+void
+MrBomb::kill_fall()
+{
+ remove_me();
+ Bomb* bomb = new Bomb(get_pos(), dir, sprite_name );
+ Sector::current()->add_object(bomb);
+ bomb->explode();
}
-HitResponse
-MrBomb::collision_badguy(BadGuy& , const CollisionHit& hit)
+void
+MrBomb::grab(MovingObject&, const Vector& pos, Direction dir)
{
- if(fabsf(hit.normal.x) > .8) { // left or right
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
- }
+ assert(frozen);
+ movement = pos - get_pos();
+ this->dir = dir;
+ sprite->set_action(dir == LEFT ? "iced-left" : "iced-right");
+ set_group(COLGROUP_DISABLED);
+ grabbed = true;
+}
- return CONTINUE;
+void
+MrBomb::ungrab(MovingObject& , Direction dir)
+{
+ this->dir = dir;
+ set_group(COLGROUP_MOVING);
+ grabbed = false;
}
void
-MrBomb::kill_fall()
+MrBomb::freeze()
{
- remove_me();
- Bomb* bomb = new Bomb(get_pos(), dir);
- Sector::current()->add_object(bomb);
- bomb->explode();
+ WalkingBadguy::freeze();
+ sprite->set_action(dir == LEFT ? "iced-left" : "iced-right");
+}
+
+bool
+MrBomb::is_freezable() const
+{
+ return true;
+}
+
+bool
+MrBomb::is_portable() const
+{
+ return frozen;
}
IMPLEMENT_FACTORY(MrBomb, "mrbomb")