#define WALK_TIME 2.5
#define SHOOT_TIME 0.4
-#define JUMP_TIME 0.3
+#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
+//TODO: Create sprite, limit max number of snowballs
// Stop actions when pause button is hit (probably a general problem of timers)
-Nolok_01::Nolok_01(LispReader& reader)
+Nolok_01::Nolok_01(const lisp::Lisp& reader)
{
- reader.read_float("x", start_position.x);
- reader.read_float("y", start_position.y);
+ reader.get("x", start_position.x);
+ reader.get("y", start_position.y);
bbox.set_size(31.8, 63.8);
sprite = sprite_manager->create("dummyguy");
}
}
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;
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "left" : "right");
action = WALKING;
switch (action) {
case WALKING:
{
+ sprite->set_action("jump");
physic.set_velocity_y(700);
action = JUMPING;
action_timer.start(JUMP_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 (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;
}
+IMPLEMENT_FACTORY(Nolok_01, "nolok_01")