fix
[supertux.git] / src / badguy / nolok_01.cpp
index b171551..5888039 100644 (file)
@@ -20,9 +20,9 @@
 
 #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
@@ -38,7 +38,8 @@ Nolok_01::Nolok_01(const lisp::Lisp& reader)
   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)
@@ -46,7 +47,8 @@ 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
@@ -63,8 +65,8 @@ Nolok_01::write(lisp::Writer& writer)
 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;
@@ -72,7 +74,7 @@ Nolok_01::activate()
 }
 
 void
-Nolok_01::active_action(float elapsed_time)
+Nolok_01::active_update(float elapsed_time)
 {
    if (action_timer.check()) {
      switch (action) {       
@@ -93,8 +95,8 @@ Nolok_01::active_action(float elapsed_time)
        }
        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;
@@ -111,6 +113,7 @@ Nolok_01::collision_squished(Player& player)
 {
   bool result = false;
   player.bounce(*this);
+#if 0
   if (hitpoints <= 0) {
     bullet_hitpoints = 0;
     sprite->set_action("dead"); 
@@ -118,6 +121,7 @@ Nolok_01::collision_squished(Player& player)
     Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
     result = true;
   }
+#endif
   return result;
 }
 
@@ -139,17 +143,18 @@ Nolok_01::collision_solid(GameObject& , const CollisionHit& hit)
 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"));
   }
-  std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl;
+#endif
 }
 
 IMPLEMENT_FACTORY(Nolok_01, "nolok_01")