-// $Id$
-//
// 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
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// 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 3 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
// 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>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include "skullyhop.hpp"
+#include "badguy/skullyhop.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 */
-}
+#include "audio/sound_manager.hpp"
+#include "math/random_generator.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
-SkullyHop::SkullyHop(const lisp::Lisp& reader)
-{
- 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("images/creatures/skullyhop/skullyhop.sprite");
- has_initial_direction = false;
+namespace {
+const float VERTICAL_SPEED = -450; /**< y-speed when jumping */
+const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */
+const float MIN_RECOVER_TIME = 0.1f; /**< 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(float pos_x, float pos_y, Direction d)
+SkullyHop::SkullyHop(const Reader& reader) :
+ BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite"),
+ recover_timer(),
+ state()
{
- start_position.x = pos_x;
- start_position.y = pos_y;
- bbox.set_size(33.8, 43.8); //sprite is 34x44
- sprite = sprite_manager->create("images/creatures/skullyhop/skullyhop.sprite");
- has_initial_direction = true;
- initial_direction = d;
+ sound_manager->preload( HOP_SOUND );
}
-void
-SkullyHop::write(lisp::Writer& writer)
+SkullyHop::SkullyHop(const Vector& pos, Direction d) :
+ BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite"),
+ recover_timer(),
+ state()
{
- writer.start_list("skullyhop");
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
- writer.end_list("skullyhop");
+ sound_manager->preload( HOP_SOUND );
}
void
-SkullyHop::activate()
+SkullyHop::initialize()
{
- 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");
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) {
- sprite->set_action(dir == LEFT ? "charging-left" : "charging-right", 1);
- } else
- if (newState == JUMPING) {
- 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);
- }
+ if (newState == CHARGING) {
+ sprite->set_action(dir == LEFT ? "charging-left" : "charging-right", 1);
+ } else
+ if (newState == JUMPING) {
+ 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;
}
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;
}
-HitResponse
-SkullyHop::collision_solid(GameObject& , const CollisionHit& hit)
+void
+SkullyHop::collision_solid(const CollisionHit& hit)
{
+ // just default behaviour (i.e. stop at floor/walls) when squished
+ if (BadGuy::get_state() == STATE_SQUISHED) {
+ BadGuy::collision_solid(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
if ((state == CHARGING) && (sprite->animation_done())) {
set_state(JUMPING);
return;
- }
+ }
}
-IMPLEMENT_FACTORY(SkullyHop, "skullyhop")
+IMPLEMENT_FACTORY(SkullyHop, "skullyhop");
+
+/* EOF */