#define SHOOT_TIME 0.4
#define JUMP_TIME 0.5
#define INITIAL_HITPOINTS 3
+#define INITIAL_BULLET_HP 10
static const float WALKSPEED = 90;
//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(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;
+ bullet_hitpoints = INITIAL_BULLET_HP;
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "left" : "right");
action = WALKING;
bool result = false;
player.bounce(*this);
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"));
return CONTINUE;
}
+//TODO: Hitpoint count incorrect when combining squishing and shooting
+void
+Nolok_01::kill_fall()
+{
+ bullet_hitpoints--;
+ if (bullet_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"));
+ }
+}
+
IMPLEMENT_FACTORY(Nolok_01, "nolok_01")