Made trampolines less likely to interfere with level design:
[supertux.git] / src / badguy / skullyhop.cpp
index 418a63f..63e6435 100644 (file)
@@ -1,5 +1,5 @@
-//  $Id: skullyhop.cpp 2960 2005-12-28 00:09:51Z matzebraun $
-// 
+//  $Id$
+//
 //  SkullyHop - A Hopping Skull
 //  Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.de>
 //
@@ -12,7 +12,7 @@
 //  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
 #include <config.h>
 
 #include "skullyhop.hpp"
+#include "random_generator.hpp"
 
 namespace {
-  const float VERTICAL_SPEED = 450;   /**< y-speed when jumping */
+  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 */
+  static const std::string HOP_SOUND = "sounds/hop.ogg";
 }
 
 SkullyHop::SkullyHop(const lisp::Lisp& reader)
+       : BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite")
 {
-  reader.get("x", start_position.x);
-  reader.get("y", start_position.y);
-  bbox.set_size(33.8, 43.8); //sprite is 34x44
-  sprite = sprite_manager->create("skullyhop");
-  has_initial_direction = false;
+  sound_manager->preload( HOP_SOUND );
 }
 
-SkullyHop::SkullyHop(float pos_x, float pos_y, Direction d)
+SkullyHop::SkullyHop(const Vector& pos, Direction d)
+       : BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite")
 {
-  start_position.x = pos_x;
-  start_position.y = pos_y;
-  bbox.set_size(33.8, 43.8); //sprite is 34x44
-  sprite = sprite_manager->create("skullyhop");
-  has_initial_direction = true;
-  initial_direction = d;
+  sound_manager->preload( HOP_SOUND );
 }
 
 void
@@ -59,8 +54,6 @@ SkullyHop::write(lisp::Writer& writer)
 void
 SkullyHop::activate()
 {
-  if (has_initial_direction) dir = initial_direction;
-
   // initial state is JUMPING, because we might start airborne
   state = JUMPING;
   sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
@@ -74,7 +67,7 @@ SkullyHop::set_state(SkullyHopState newState)
     physic.set_velocity_y(0);
     sprite->set_action(dir == LEFT ? "standing-left" : "standing-right");
 
-    float recover_time = MIN_RECOVER_TIME + (float)rand() / RAND_MAX * (MAX_RECOVER_TIME - MIN_RECOVER_TIME);
+    float recover_time = systemRandom.randf(MIN_RECOVER_TIME,MAX_RECOVER_TIME);
     recover_timer.start(recover_time);
   } else
   if (newState == CHARGING) {
@@ -84,6 +77,7 @@ SkullyHop::set_state(SkullyHopState newState)
     sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
     physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
     physic.set_velocity_y(VERTICAL_SPEED);
+    sound_manager->play( HOP_SOUND, get_pos());
   }
 
   state = newState;
@@ -97,37 +91,37 @@ SkullyHop::collision_squished(Player& player)
   return true;
 }
 
-HitResponse
-SkullyHop::collision_solid(GameObject& , const CollisionHit& hit)
+void
+SkullyHop::collision_solid(const CollisionHit& hit)
 {
   // ignore collisions while standing still
-  if(state != JUMPING) return CONTINUE;
+  if(state != JUMPING)
+    return;
 
   // check if we hit the floor while falling
-  if ((hit.normal.y < 0) && (physic.get_velocity_y() < 0)) {
+  if(hit.bottom && physic.get_velocity_y() > 0 ) {
     set_state(STANDING);
   }
-
   // check if we hit the roof while climbing
-  if ((hit.normal.y > 0) && (physic.get_velocity_y() > 0)) { 
+  if(hit.top) { 
     physic.set_velocity_y(0);
   }
 
   // check if we hit left or right while moving in either direction
-  if ((hit.normal.x != 0) && (physic.get_velocity_x() != 0)) {
+  if(hit.left || hit.right) {
     dir = dir == LEFT ? RIGHT : LEFT;
     sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
     physic.set_velocity_x(-0.25*physic.get_velocity_x());
   }
-
-  return CONTINUE;
 }
 
 HitResponse
-SkullyHop::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
+SkullyHop::collision_badguy(BadGuy& , const CollisionHit& hit)
 {
   // behaviour for badguy collisions is the same as for collisions with solids
-  return collision_solid(badguy, hit);
+  collision_solid(hit);
+
+  return CONTINUE;
 }
 
 void