#include <config.h>
-#include "nolok_01.h"
-#include "badguy/bouncing_snowball.h"
-#include "trigger/door.h"
+#include "nolok_01.hpp"
+#include "badguy/snowsnail.hpp"
+#include "trigger/door.hpp"
#define WALK_TIME 2.5
#define SHOOT_TIME 0.4
reader.get("x", start_position.x);
reader.get("y", start_position.y);
bbox.set_size(31.8, 63.8);
- sprite = sprite_manager->create("dummyguy");
+ sprite = sprite_manager->create("nolok");
+ countMe = false;
}
Nolok_01::Nolok_01(float pos_x, float pos_y)
start_position.x = pos_x;
start_position.y = pos_y;
bbox.set_size(31.8, 63.8);
- sprite = sprite_manager->create("dummyguy");
+ sprite = sprite_manager->create("nolok");
+ countMe = false;
}
void
void
Nolok_01::activate()
{
- hitpoints = INITIAL_HITPOINTS;
- bullet_hitpoints = INITIAL_BULLET_HP;
+ //hitpoints = INITIAL_HITPOINTS;
+ //bullet_hitpoints = INITIAL_BULLET_HP;
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "left" : "right");
action = WALKING;
}
void
-Nolok_01::active_action(float elapsed_time)
+Nolok_01::active_update(float elapsed_time)
{
if (action_timer.check()) {
switch (action) {
}
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));
+ Sector::current()->add_object(new SnowSnail(get_pos().x - 64, get_pos().y, LEFT));
+ Sector::current()->add_object(new SnowSnail(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;
{
bool result = false;
player.bounce(*this);
+#if 0
if (hitpoints <= 0) {
bullet_hitpoints = 0;
sprite->set_action("dead");
Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
result = true;
}
+#endif
return result;
}
void
Nolok_01::kill_fall()
{
+#if 0
bullet_hitpoints--;
if (bullet_hitpoints <= 0) {
hitpoints = 0;
- sound_manager->play_sound("fall", this,
+ sound_manager->play("sounds/fall.wav", this,
Sector::current()->player->get_pos());
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
}
+#endif
}
IMPLEMENT_FACTORY(Nolok_01, "nolok_01")