#include "badguy/bouncing_snowball.h"
#include "trigger/door.h"
-#define SHOOT_TIME 2.5
-#define IDLE_TIME 0.4
+#define WALK_TIME 2.5
+#define SHOOT_TIME 0.4
#define JUMP_TIME 0.3
-static const float WALKSPEED = 80;
+static const float WALKSPEED = 90;
//TODO: Create sprite, give multiple hitpoints, limit max number of snowballs
-// Can only be killed when jumping, no idea why
+// Stop actions when pause button is hit (probably a general problem of timers)
Nolok_01::Nolok_01(LispReader& reader)
{
reader.read_float("x", start_position.x);
reader.read_float("y", start_position.y);
- bbox.set_size(31.8, 31.8);
+ bbox.set_size(31.8, 63.8);
sprite = sprite_manager->create("dummyguy");
}
{
start_position.x = pos_x;
start_position.y = pos_y;
- bbox.set_size(31.8, 31.8);
+ bbox.set_size(31.8, 63.8);
sprite = sprite_manager->create("dummyguy");
}
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "left" : "right");
action = WALKING;
- action_timer.start(SHOOT_TIME);
+ action_timer.start(WALK_TIME);
}
void
Nolok_01::active_action(float elapsed_time)
{
- movement = physic.get_movement(elapsed_time);
if (action_timer.check()) {
- if (action == WALKING) {
- physic.set_velocity_y(700);
- action = JUMPING;
- action_timer.start(JUMP_TIME);
- }
- else if (action == JUMPING) {
+ switch (action) {
+ case WALKING:
+ {
+ physic.set_velocity_y(700);
+ action = JUMPING;
+ action_timer.start(JUMP_TIME);
+ break;
+ }
+ case JUMPING:
+ {
sprite->set_action("throw");
- action = IDLE;
- action_timer.start(IDLE_TIME);
- }
- else if (action == IDLE) {
- Sector::current()->add_object(new BouncingSnowball(get_pos().x-32, get_pos().y, LEFT));
- Sector::current()->add_object(new BouncingSnowball(get_pos().x, get_pos().y, RIGHT));
+ action = SHOOTING;
+ action_timer.start(SHOOT_TIME);
+ break;
+ }
+ case SHOOTING:
+ {
+ Sector::current()->add_object(new BouncingSnowball(get_pos().x - 64, get_pos().y, LEFT));
+ Sector::current()->add_object(new BouncingSnowball(get_pos().x + 64, get_pos().y, RIGHT));
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "left" : "right");
action = WALKING;
- action_timer.start(SHOOT_TIME);
+ action_timer.start(WALK_TIME);
+ break;
+ }
}
}
+ movement = physic.get_movement(elapsed_time);
}
bool
HitResponse
Nolok_01::collision_solid(GameObject& , const CollisionHit& hit)
{
- if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
- //physic.set_velocity_y(0);
+ if(fabsf(hit.normal.y) > .5){ // hit floor or roof?
+ if (action != JUMPING) physic.set_velocity_y(0);
} else { // hit right or left
dir = dir == LEFT ? RIGHT : LEFT;
sprite->set_action(dir == LEFT ? "left" : "right");