#include "stalactite.hpp"
#include "random_generator.hpp"
-static const int SHAKE_RANGE = 40;
-static const float SHAKE_TIME = .8;
+static const int SHAKE_RANGE_X = 40;
+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", LAYER_TILES - 1), state(STALACTITE_HANGING)
{
- lisp.get("x", start_position.x);
- lisp.get("y", start_position.y);
- sprite = sprite_manager->create("images/creatures/stalactite/stalactite.sprite");
- bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
- state = STALACTITE_HANGING;
countMe = false;
}
if(state == STALACTITE_HANGING) {
Player* player = this->get_nearest_player();
if (player) {
- if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE
- && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE
- && player->get_bbox().p2.y > bbox.p1.y) {
+ if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
+ && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
+ && player->get_bbox().p2.y > bbox.p1.y
+ && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
timer.start(SHAKE_TIME);
state = STALACTITE_SHAKING;
}
}
}
-HitResponse
-Stalactite::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Stalactite::squish()
{
- if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
- return FORCE_MOVE;
-
- if(hit.normal.y < .9) { // hit floor?
- state = STALACTITE_SQUISHED;
- set_group(COLGROUP_MOVING_ONLY_STATIC);
+ 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) {
+ 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 CONTINUE;
}
HitResponse
-Stalactite::collision_player(Player& player, const CollisionHit& )
+Stalactite::collision_player(Player& player)
{
if(state != STALACTITE_SQUISHED) {
player.kill(false);
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);
}
}