+// $Id$
+//
+// SuperTux
+// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
#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 SHOOT_TIME 2.5
-#define IDLE_TIME 0.4
-#define JUMP_TIME 0.3
+#define WALK_TIME 2.5
+#define SHOOT_TIME 0.4
+#define JUMP_TIME 0.5
+#define INITIAL_HITPOINTS 3
+#define INITIAL_BULLET_HP 10
-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
-Nolok_01::Nolok_01(LispReader& reader)
+//TODO: Create sprite, limit max number of snowballs
+Nolok_01::Nolok_01(const lisp::Lisp& reader)
{
- reader.read_float("x", start_position.x);
- reader.read_float("y", start_position.y);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("dummyguy");
+ reader.get("x", start_position.x);
+ reader.get("y", start_position.y);
+ bbox.set_size(31.8, 63.8);
+ sprite = sprite_manager->create("images/creatures/nolok/nolok.sprite");
+ 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, 31.8);
- sprite = sprite_manager->create("dummyguy");
+ bbox.set_size(31.8, 63.8);
+ sprite = sprite_manager->create("images/creatures/nolok/nolok.sprite");
+ countMe = false;
}
void
-Nolok_01::write(LispWriter& writer)
+Nolok_01::write(lisp::Writer& writer)
{
- writer.start_list("nolok01");
+ writer.start_list("nolok_01");
- writer.write_float("x", get_pos().x);
- writer.write_float("y", get_pos().y);
+ writer.write_float("x", start_position.x);
+ writer.write_float("y", start_position.y);
- writer.end_list("nolok01");
+ writer.end_list("nolok_01");
}
void
Nolok_01::activate()
{
+ //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;
- action_timer.start(SHOOT_TIME);
+ action_timer.start(WALK_TIME);
}
void
-Nolok_01::active_action(float elapsed_time)
+Nolok_01::active_update(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:
+ {
+ sprite->set_action("jump");
+ 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 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;
- action_timer.start(SHOOT_TIME);
+ action_timer.start(WALK_TIME);
+ break;
+ }
}
}
+ movement = physic.get_movement(elapsed_time);
}
bool
Nolok_01::collision_squished(Player& player)
{
- sprite->set_action("dead");
- kill_squished(player);
- Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
- return true;
+ bool result = false;
+ player.bounce(*this);
+#if 0
+ if (hitpoints <= 0) {
+ bullet_hitpoints = 0;
+ sprite->set_action("dead");
+ kill_squished(player);
+ Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
+ result = true;
+ }
+#endif
+ return result;
}
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");
return CONTINUE;
}
+//TODO: Hitpoint count incorrect when combining squishing and shooting
+void
+Nolok_01::kill_fall()
+{
+#if 0
+ bullet_hitpoints--;
+ if (bullet_hitpoints <= 0) {
+ hitpoints = 0;
+ sound_manager->play("sounds/fall.wav", this,
+ this->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")