Set 'licence' attribute on sound files
[supertux.git] / src / badguy / skullyhop.cpp
index 8d2dbca..258adec 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
 //
 //  SkullyHop - A Hopping Skull
-//  Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.de>
+//  Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
 
 #include "skullyhop.hpp"
 #include "random_generator.hpp"
+#include "lisp/writer.hpp"
+#include "object_factory.hpp"
+#include "audio/sound_manager.hpp"
+#include "sprite/sprite.hpp"
 
 namespace {
   const float VERTICAL_SPEED = -450;   /**< y-speed when jumping */
   const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */
-  const float MIN_RECOVER_TIME = 0.1; /**< minimum time to stand still before starting a (new) jump */
-  const float MAX_RECOVER_TIME = 1.0; /**< maximum time to stand still before starting a (new) jump */
+  const float MIN_RECOVER_TIME = 0.1f; /**< minimum time to stand still before starting a (new) jump */
+  const float MAX_RECOVER_TIME = 1.0f; /**< maximum time to stand still before starting a (new) jump */
   static const std::string HOP_SOUND = "sounds/hop.ogg";
 }
 
 SkullyHop::SkullyHop(const lisp::Lisp& reader)
-       : BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite")
+        : BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite")
 {
   sound_manager->preload( HOP_SOUND );
 }
 
 SkullyHop::SkullyHop(const Vector& pos, Direction d)
-       : BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite")
+        : BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite")
 {
   sound_manager->preload( HOP_SOUND );
 }
@@ -46,13 +50,13 @@ void
 SkullyHop::write(lisp::Writer& writer)
 {
   writer.start_list("skullyhop");
-  writer.write_float("x", start_position.x);
-  writer.write_float("y", start_position.y);
+  writer.write("x", start_position.x);
+  writer.write("y", start_position.y);
   writer.end_list("skullyhop");
 }
 
 void
-SkullyHop::activate()
+SkullyHop::initialize()
 {
   // initial state is JUMPING, because we might start airborne
   state = JUMPING;
@@ -84,10 +88,10 @@ SkullyHop::set_state(SkullyHopState newState)
 }
 
 bool
-SkullyHop::collision_squished(Player& player)
+SkullyHop::collision_squished(GameObject& object)
 {
   sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
-  kill_squished(player);
+  kill_squished(object);
   return true;
 }