: BadGuy(reader, "images/creatures/yeti/yeti.sprite")
{
hit_points = INITIAL_HITPOINTS;
- reader.get("dead-script", dead_script);
countMe = false;
sound_manager->preload("sounds/yeti_gna.wav");
sound_manager->preload("sounds/yeti_roar.wav");
+ hud_head.reset(new Surface("images/creatures/yeti/hudlife.png"));
}
Yeti::~Yeti()
}
void
-Yeti::activate()
+Yeti::initialize()
{
dir = RIGHT;
jump_down();
if(safe_timer.started() && size_t(game_time*40)%2)
return;
+ draw_hit_points(context);
+
BadGuy::draw(context);
}
void
+Yeti::draw_hit_points(DrawingContext& context)
+{
+ int i;
+
+ Surface *hh = hud_head.get();
+ if (!hh)
+ return;
+
+ context.push_transform();
+ context.set_translation(Vector(0, 0));
+
+ for (i = 0; i < hit_points; ++i)
+ {
+ context.draw_surface(hh, Vector(BORDER_X + (i * hh->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
+ }
+
+ context.pop_transform();
+}
+
+void
Yeti::active_update(float elapsed_time)
{
switch(state) {
case JUMP_DOWN:
- physic.vx = (dir==RIGHT?JUMP_DOWN_VX:-JUMP_DOWN_VX);
+ physic.set_velocity_x((dir==RIGHT)?+JUMP_DOWN_VX:-JUMP_DOWN_VX);
break;
case RUN:
- physic.vx = (dir==RIGHT?RUN_VX:-RUN_VX);
+ physic.set_velocity_x((dir==RIGHT)?+RUN_VX:-RUN_VX);
if (((dir == RIGHT) && (get_pos().x >= RIGHT_JUMP_X)) || ((dir == LEFT) && (get_pos().x <= LEFT_JUMP_X))) jump_up();
break;
case JUMP_UP:
- physic.vx = (dir==RIGHT?JUMP_UP_VX:-JUMP_UP_VX);
+ physic.set_velocity_x((dir==RIGHT)?+JUMP_UP_VX:-JUMP_UP_VX);
if (((dir == RIGHT) && (get_pos().x >= RIGHT_STAND_X)) || ((dir == LEFT) && (get_pos().x <= LEFT_STAND_X))) be_angry();
break;
case BE_ANGRY:
if(state_timer.check()) {
sound_manager->play("sounds/yeti_gna.wav");
- physic.vy = STOMP_VY;
+ physic.set_velocity_y(STOMP_VY);
sprite->set_action((dir==RIGHT)?"stomp-right":"stomp-left");
}
break;
Yeti::jump_down()
{
sprite->set_action((dir==RIGHT)?"jump-right":"jump-left");
- physic.vx = (dir==RIGHT?JUMP_DOWN_VX:-JUMP_DOWN_VX);
- physic.vy = JUMP_DOWN_VY;
+ physic.set_velocity_x((dir==RIGHT)?(+JUMP_DOWN_VX):(-JUMP_DOWN_VX));
+ physic.set_velocity_y(JUMP_DOWN_VY);
state = JUMP_DOWN;
}
Yeti::run()
{
sprite->set_action((dir==RIGHT)?"run-right":"run-left");
- physic.vx = (dir==RIGHT?RUN_VX:-RUN_VX);
- physic.vy = 0;
+ physic.set_velocity_x((dir==RIGHT)?(+RUN_VX):(-RUN_VX));
+ physic.set_velocity_y(0);
state = RUN;
}
Yeti::jump_up()
{
sprite->set_action((dir==RIGHT)?"jump-right":"jump-left");
- physic.vx = (dir==RIGHT?JUMP_UP_VX:-JUMP_UP_VX);
- physic.vy = JUMP_UP_VY;
+ physic.set_velocity_x((dir==RIGHT)?(+JUMP_UP_VX):(-JUMP_UP_VX));
+ physic.set_velocity_y(JUMP_UP_VY);
state = JUMP_UP;
}
dir = (dir==RIGHT)?LEFT:RIGHT;
sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
- physic.vx = 0;
- physic.vy = 0;
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
if (hit_points < INITIAL_HITPOINTS) summon_snowball();
stomp_count = 0;
state = BE_ANGRY;
if(hit_points <= 0) {
// We're dead
- physic.gravity_enabled = true;
- physic.vx = 0;
- physic.vy = 0;
+ physic.enable_gravity(true);
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
state = SQUISHED;
state_timer.start(SQUISH_TIME);
- set_group(COLGROUP_MOVING_ONLY_STATIC);
+ set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
sprite->set_action("dead");
if (countMe) Sector::current()->get_level()->stats.badguys++;
- // start script
if(dead_script != "") {
std::istringstream stream(dead_script);
Sector::current()->run_script(stream, "Yeti - dead-script");
Yeti::kill_fall()
{
// shooting bullets or being invincible won't work :)
- take_hit(*get_nearest_player()); // FIXME: debug only(?)
+ //take_hit(*get_nearest_player()); // FIXME: debug only(?)
}
void
writer.write_float("x", start_position.x);
writer.write_float("y", start_position.y);
- if(dead_script != "") {
- writer.write_string("dead-script", dead_script);
- }
-
writer.end_list("yeti");
}
Yeti::drop_stalactite()
{
// make a stalactite falling down and shake camera a bit
- Sector::current()->camera->shake(.1, 0, 10);
+ Sector::current()->camera->shake(.1f, 0, 10);
YetiStalactite* nearest = 0;
float dist = FLT_MAX;
{
if(hit.top || hit.bottom) {
// hit floor or roof
- physic.vy = 0;
+ physic.set_velocity_y(0);
switch (state) {
case JUMP_DOWN:
run();