Allow dead-script on any badguy
[supertux.git] / src / badguy / skullyhop.cpp
index 302ac9a..8bf61d7 100644 (file)
@@ -27,16 +27,19 @@ namespace {
   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")
 {
+  sound_manager->preload( HOP_SOUND );
 }
 
 SkullyHop::SkullyHop(const Vector& pos, Direction d)
        : BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite")
 {
+  sound_manager->preload( HOP_SOUND );
 }
 
 void
@@ -74,22 +77,28 @@ 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;
 }
 
 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;
 }
 
 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;
@@ -99,7 +108,7 @@ SkullyHop::collision_solid(const CollisionHit& hit)
     set_state(STANDING);
   }
   // check if we hit the roof while climbing
-  if(hit.top) { 
+  if(hit.top) {
     physic.set_velocity_y(0);
   }
 
@@ -135,7 +144,7 @@ SkullyHop::active_update(float elapsed_time)
   if ((state == CHARGING) && (sprite->animation_done())) {
     set_state(JUMPING);
     return;
-  } 
+  }
 }
 
 IMPLEMENT_FACTORY(SkullyHop, "skullyhop")