// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 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
// 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.
+// 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/snail.hpp"
+#include "trigger/door.hpp"
#define WALK_TIME 2.5
#define SHOOT_TIME 0.4
//TODO: Create sprite, limit max number of snowballs
Nolok_01::Nolok_01(const lisp::Lisp& reader)
+ : BadGuy(reader, "images/creatures/nolok/nolok.sprite")
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- bbox.set_size(31.8, 63.8);
- sprite = sprite_manager->create("dummyguy");
countMe = false;
}
-Nolok_01::Nolok_01(float pos_x, float pos_y)
+Nolok_01::Nolok_01(const Vector& pos)
+ : BadGuy(pos, "images/creatures/nolok/nolok.sprite")
{
- start_position.x = pos_x;
- start_position.y = pos_y;
- bbox.set_size(31.8, 63.8);
- sprite = sprite_manager->create("dummyguy");
countMe = false;
}
case WALKING:
{
sprite->set_action("jump");
- physic.set_velocity_y(700);
+ physic.set_velocity_y(-700);
action = JUMPING;
action_timer.start(JUMP_TIME);
break;
}
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 Snail(Vector(get_pos().x - 64, get_pos().y), LEFT));
+ Sector::current()->add_object(new Snail(Vector(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;
if (bullet_hitpoints <= 0) {
hitpoints = 0;
sound_manager->play("sounds/fall.wav", this,
- Sector::current()->player->get_pos());
+ this->get_pos());
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);