Remove draw_text from renderer.hpp and lightmap.hpp since text drawing is done in...
[supertux.git] / src / badguy / mrrocket.cpp
index 9bc80cc..4ac7045 100644 (file)
 #include <config.h>
 
 #include "mrrocket.hpp"
+#include "object/explosion.hpp"
 
 static const float SPEED = 200;
 
 MrRocket::MrRocket(const lisp::Lisp& reader)
+       : BadGuy(reader, "images/creatures/mr_rocket/mr_rocket.sprite")
 {
-  reader.get("x", start_position.x);
-  reader.get("y", start_position.y);
-  sprite = sprite_manager->create("images/creatures/mr_rocket/mr_rocket.sprite");
-  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
-  set_direction = false;
 }
 
-MrRocket::MrRocket(float pos_x, float pos_y, Direction d)
+MrRocket::MrRocket(const Vector& pos, Direction d)
+       : BadGuy(pos, d, "images/creatures/mr_rocket/mr_rocket.sprite")
 {
-  start_position.x = pos_x;
-  start_position.y = pos_y;
-  sprite = sprite_manager->create("images/creatures/mr_rocket/mr_rocket.sprite");
-  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
-  set_direction = true;
-  initial_direction = d;
 }
 
 void
@@ -56,7 +48,6 @@ MrRocket::write(lisp::Writer& writer)
 void
 MrRocket::activate()
 {
-  if (set_direction) {dir = initial_direction;}
   physic.set_velocity_x(dir == LEFT ? -SPEED : SPEED);
   physic.enable_gravity(false);
   sprite->set_action(dir == LEFT ? "left" : "right");
@@ -66,7 +57,7 @@ void
 MrRocket::active_update(float elapsed_time)
 {
   if (collision_timer.check()) {
-    Sector::current()->add_object(new RocketExplosion(get_pos(), dir));
+    Sector::current()->add_object(new Explosion(get_bbox().get_middle()));
     remove_me();
   }
   else if (!collision_timer.started()) {
@@ -76,26 +67,24 @@ MrRocket::active_update(float elapsed_time)
 }
 
 bool
-MrRocket::collision_squished(Player& player)
+MrRocket::collision_squished(GameObject& object)
 {
   sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
-  kill_squished(player);
+  kill_squished(object);
   kill_fall();
   return true;
 }
 
-HitResponse
-MrRocket::collision_solid(GameObject& , const CollisionHit& hit)
+void
+MrRocket::collision_solid(const CollisionHit& hit)
 {
-  if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
+  if(hit.top || hit.bottom) {
     physic.set_velocity_y(0);
-  } else { // hit right or left
+  } else if(hit.left || hit.right) {
     sprite->set_action(dir == LEFT ? "collision-left" : "collision-right");
     physic.set_velocity_x(0);
-    collision_timer.start(0.2, true);
+    collision_timer.start(0.2f, true);
   }
-
-  return CONTINUE;
 }
 
 IMPLEMENT_FACTORY(MrRocket, "mrrocket")