+// $Id$
+//
+// SuperTux
+// 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
+// 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/snail.hpp"
+#include "trigger/door.hpp"
#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 = 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)
+ : 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;
}
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;
}
void
-Nolok_01::active_action(float elapsed_time)
+Nolok_01::active_update(float elapsed_time)
{
if (action_timer.check()) {
switch (action) {
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;
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
return CONTINUE;
}
-IMPLEMENT_FACTORY(Nolok_01, "nolok01")
+//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")