#include <config.h>
#include "mrtree.hpp"
+#include "stumpy.hpp"
#include "poisonivy.hpp"
+#include "random_generator.hpp"
+#include "object/sprite_particle.hpp"
+#include "sector.hpp"
static const float WALKSPEED = 100;
-static const float WALKSPEED_SMALL = 120;
-static const float INVINCIBLE_TIME = 1;
+
+static const float POISONIVY_WIDTH = 32;
+static const float POISONIVY_HEIGHT = 32;
+static const float POISONIVY_Y_OFFSET = 24;
+
MrTree::MrTree(const lisp::Lisp& reader)
- : mystate(STATE_BIG)
+ : WalkingBadguy(reader, "images/creatures/mr_tree/mr_tree.sprite","left","right")
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- bbox.set_size(84.8, 84.8);
- sprite = sprite_manager->create("images/creatures/mr_tree/mr_tree.sprite");
+ walk_speed = WALKSPEED;
+ max_drop_height = 0;
+ sound_manager->preload("sounds/mr_tree.ogg");
}
void
MrTree::write(lisp::Writer& writer)
{
writer.start_list("mrtree");
-
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
-
+ WalkingBadguy::write(writer);
writer.end_list("mrtree");
}
-void
-MrTree::activate()
-{
- if (mystate == STATE_BIG) {
- physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
- sprite->set_action(dir == LEFT ? "large-left" : "large-right");
- return;
- }
- if (mystate == STATE_INVINCIBLE) {
- physic.set_velocity_x(0);
- sprite->set_action(dir == LEFT ? "small-left" : "small-right");
- return;
- }
- if (mystate == STATE_NORMAL) {
- physic.set_velocity_x(dir == LEFT ? -WALKSPEED_SMALL : WALKSPEED_SMALL);
- sprite->set_action(dir == LEFT ? "small-left" : "small-right");
- return;
- }
-}
-
-void
-MrTree::active_update(float elapsed_time)
-{
- if ((mystate == STATE_INVINCIBLE) && (invincible_timer.check())) {
- mystate = STATE_NORMAL;
- activate();
- }
-
- if (may_fall_off_platform())
- {
- dir = (dir == LEFT ? RIGHT : LEFT);
- activate();
- }
-
- BadGuy::active_update(elapsed_time);
-}
-
bool
MrTree::collision_squished(Player& player)
{
- // if we're big, we shrink
- if(mystate == STATE_BIG) {
- mystate = STATE_INVINCIBLE;
- invincible_timer.start(INVINCIBLE_TIME);
- activate();
-
- // shrink bounding box and adjust sprite position to where the stump once was
- bbox.set_size(42, 62);
- Vector pos = get_pos();
- pos.x += 20;
- pos.y += 23;
- set_pos(pos);
-
- sound_manager->play("sounds/mr_tree.ogg", get_pos());
- player.bounce(*this);
-
- Rect leaf1_bbox = Rect(pos.x-32-1, pos.y-23+1, pos.x-32-1+32, pos.y-23+1+32);
- if (Sector::current()->is_free_space(leaf1_bbox)) {
- PoisonIvy* leaf1 = new PoisonIvy(leaf1_bbox.p1.x, leaf1_bbox.p1.y, LEFT);
- Sector::current()->add_object(leaf1);
- }
- Rect leaf2_bbox = Rect(pos.x+42+1, pos.y-23+1, pos.x+32+1+32, pos.y-23+1+32);
- if (Sector::current()->is_free_space(leaf2_bbox)) {
- PoisonIvy* leaf2 = new PoisonIvy(leaf2_bbox.p1.x, leaf2_bbox.p1.y, RIGHT);
- Sector::current()->add_object(leaf2);
- }
-
- return true;
+ // replace with Stumpy
+ Vector stumpy_pos = get_pos();
+ stumpy_pos.x += 20;
+ stumpy_pos.y += 25;
+ Stumpy* stumpy = new Stumpy(stumpy_pos, dir);
+ remove_me();
+ Sector::current()->add_object(stumpy);
+
+ // give Feedback
+ sound_manager->play("sounds/mr_tree.ogg", get_pos());
+ player.bounce(*this);
+
+ // spawn some particles
+ // TODO: provide convenience function in MovingSprite or MovingObject?
+ for (int px = (int)stumpy->get_bbox().p1.x; px < (int)stumpy->get_bbox().p2.x; px+=10) {
+ Vector ppos = Vector(px, stumpy->get_bbox().p1.y-5);
+ float angle = systemRandom.randf(-M_PI_2, M_PI_2);
+ float velocity = systemRandom.randf(45, 90);
+ float vx = sin(angle)*velocity;
+ float vy = -cos(angle)*velocity;
+ Vector pspeed = Vector(vx, vy);
+ Vector paccel = Vector(0, 100);
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/leaf.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
}
- // if we're still invincible, we ignore the hit
- if (mystate == STATE_INVINCIBLE) {
- sound_manager->play("sounds/mr_treehit.ogg", get_pos());
- player.bounce(*this);
- return true;
+ // spawn PoisonIvy
+ Vector leaf1_pos = Vector(stumpy_pos.x - POISONIVY_WIDTH - 1, stumpy_pos.y - POISONIVY_Y_OFFSET);
+ Rect leaf1_bbox = Rect(leaf1_pos.x, leaf1_pos.y, leaf1_pos.x + POISONIVY_WIDTH, leaf1_pos.y + POISONIVY_HEIGHT);
+ if (Sector::current()->is_free_of_movingstatics(leaf1_bbox, this)) {
+ PoisonIvy* leaf1 = new PoisonIvy(leaf1_bbox.p1, LEFT);
+ leaf1 = leaf1;
+ Sector::current()->add_object(leaf1);
}
- // if we're small, we die
- if (mystate == STATE_NORMAL) {
- sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
- bbox.set_size(42, 42);
- kill_squished(player);
- return true;
+ // spawn PoisonIvy
+ Vector leaf2_pos = Vector(stumpy_pos.x + sprite->get_current_hitbox_width() + 1, stumpy_pos.y - POISONIVY_Y_OFFSET);
+ Rect leaf2_bbox = Rect(leaf2_pos.x, leaf2_pos.y, leaf2_pos.x + POISONIVY_WIDTH, leaf2_pos.y + POISONIVY_HEIGHT);
+ if (Sector::current()->is_free_of_movingstatics(leaf2_bbox, this)) {
+ PoisonIvy* leaf2 = new PoisonIvy(leaf2_bbox.p1, RIGHT);
+ leaf2 = leaf2;
+ Sector::current()->add_object(leaf2);
}
- //TODO: exception?
return true;
}
-HitResponse
-MrTree::collision_solid(GameObject& , const CollisionHit& hit)
-{
- if(fabsf(hit.normal.y) > .5) {
- physic.set_velocity_y(0);
- } else {
- dir = dir == LEFT ? RIGHT : LEFT;
- activate();
- }
-
- return CONTINUE;
-}
-
-HitResponse
-MrTree::collision_badguy(BadGuy& , const CollisionHit& hit)
-{
- if(fabsf(hit.normal.x) > .8) { // left or right hit
- dir = dir == LEFT ? RIGHT : LEFT;
- activate();
- }
-
- return CONTINUE;
-}
-
IMPLEMENT_FACTORY(MrTree, "mrtree")
-