#define WALK_TIME 2.5
#define SHOOT_TIME 0.4
#define JUMP_TIME 0.5
+#define INITIAL_HITPOINTS 3
static const float WALKSPEED = 90;
-//TODO: Create sprite, give multiple hitpoints, limit max number of snowballs
-// Stop actions when pause button is hit (probably a general problem of timers)
+//TODO: Create sprite, limit max number of snowballs
Nolok_01::Nolok_01(const lisp::Lisp& reader)
{
reader.get("x", start_position.x);
void
Nolok_01::write(lisp::Writer& writer)
{
- writer.start_list("nolok01");
+ writer.start_list("nolok_01");
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;
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "left" : "right");
action = WALKING;
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 (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;
+ }
+ return result;
}
HitResponse
return CONTINUE;
}
+//TODO: Hitpoint count incorrect when combining squishing and shooting
+void
+Nolok_01::kill_fall()
+{
+ if (hitpoints <= 0) {
+ SoundManager::get()->play_sound(IDToSound(SND_FALL), 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"));
+ }
+ else {hitpoints--;}
+}
+
+IMPLEMENT_FACTORY(Nolok_01, "nolok_01")