#include "random_generator.hpp"
static const int SHAKE_RANGE_X = 40;
-static const float SHAKE_TIME = .8;
+static const float SHAKE_TIME = .8f;
static const float SQUISH_TIME = 2;
static const float SHAKE_RANGE_Y = 400;
Stalactite::Stalactite(const lisp::Lisp& lisp)
- : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite"), state(STALACTITE_HANGING)
+ : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING)
{
countMe = false;
}
}
void
+Stalactite::squish()
+{
+ state = STALACTITE_SQUISHED;
+ set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
+ sprite->set_action("squished");
+ if(!timer.started())
+ timer.start(SQUISH_TIME);
+}
+
+void
Stalactite::collision_solid(const CollisionHit& hit)
{
- if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
- return;
-
- if(hit.bottom) { // hit floor?
- state = STALACTITE_SQUISHED;
- set_group(COLGROUP_MOVING_ONLY_STATIC);
+ if(state == STALACTITE_FALLING) {
+ if (hit.bottom) squish();
+ }
+ if(state == STALACTITE_SQUISHED) {
physic.set_velocity_y(0);
- sprite->set_action("squished");
- if(!timer.started())
- timer.start(SQUISH_TIME);
}
}
return FORCE_MOVE;
}
+HitResponse
+Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
+{
+ if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
+ if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
+
+ // ignore other Stalactites
+ if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
+
+ if (other.is_freezable()) {
+ other.freeze();
+ } else {
+ other.kill_fall();
+ }
+
+ remove_me();
+
+ return FORCE_MOVE;
+}
+
void
Stalactite::kill_fall()
{
{
if(get_state() != STATE_ACTIVE)
return;
-
+
+
+ if(state == STALACTITE_SQUISHED) {
+ sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ return;
+ }
+
if(state == STALACTITE_SHAKING) {
- sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), LAYER_OBJECTS);
+ sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), layer);
} else {
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ sprite->draw(context, get_pos(), layer);
}
}