// $Id$
-//
+//
// SuperTux - Boss "Yeti"
// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// 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
#include "yeti_stalactite.hpp"
#include "bouncing_snowball.hpp"
#include "game_session.hpp"
+#include "level.hpp"
namespace {
const float JUMP_DOWN_VX = 250; /**< horizontal speed while jumping off the dais */
- const float JUMP_DOWN_VY = 250; /**< vertical speed while jumping off the dais */
+ const float JUMP_DOWN_VY = -250; /**< vertical speed while jumping off the dais */
const float RUN_VX = 350; /**< horizontal speed while running */
const float JUMP_UP_VX = 350; /**< horizontal speed while jumping on the dais */
- const float JUMP_UP_VY = 700; /**< vertical speed while jumping on the dais */
+ const float JUMP_UP_VY = -800; /**< vertical speed while jumping on the dais */
- const float STOMP_VY = 250; /** vertical speed while stomping on the dais */
+ const float STOMP_VY = -250; /** vertical speed while stomping on the dais */
const float LEFT_STAND_X = 16; /**< x-coordinate of left dais' end position */
- const float RIGHT_STAND_X = 800-60-16; /**< x-coordinate of right dais' end position */
- const float LEFT_JUMP_X = LEFT_STAND_X+284; /**< x-coordinate of from where to jump on the left dais */
- const float RIGHT_JUMP_X = RIGHT_STAND_X-284; /**< x-coordinate of from where to jump on the right dais */
+ const float RIGHT_STAND_X = 800-60-16; /**< x-coordinate of right dais' end position */
+ const float LEFT_JUMP_X = LEFT_STAND_X+224; /**< x-coordinate of from where to jump on the left dais */
+ const float RIGHT_JUMP_X = RIGHT_STAND_X-224; /**< x-coordinate of from where to jump on the right dais */
const float STOMP_WAIT = .5; /**< time we stay on the dais before jumping again */
const float SAFE_TIME = .5; /**< the time we are safe when tux just hit us */
const int INITIAL_HITPOINTS = 3; /**< number of hits we can take */
+
+ const float SQUISH_TIME = 5;
}
Yeti::Yeti(const lisp::Lisp& reader)
+ : BadGuy(reader, "images/creatures/yeti/yeti.sprite")
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- bbox.set_size(60, 90);
- sprite = sprite_manager->create("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) {
if (((dir == RIGHT) && (get_pos().x >= RIGHT_STAND_X)) || ((dir == LEFT) && (get_pos().x <= LEFT_STAND_X))) be_angry();
break;
case BE_ANGRY:
- if(stomp_timer.check()) {
+ if(state_timer.check()) {
sound_manager->play("sounds/yeti_gna.wav");
physic.set_velocity_y(STOMP_VY);
sprite->set_action((dir==RIGHT)?"stomp-right":"stomp-left");
}
break;
+ case SQUISHED:
+ if (state_timer.check()) {
+ remove_me();
+ }
+ break;
}
movement = physic.get_movement(elapsed_time);
sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
physic.set_velocity_x(0);
physic.set_velocity_y(0);
- state = BE_ANGRY;
if (hit_points < INITIAL_HITPOINTS) summon_snowball();
stomp_count = 0;
- stomp_timer.start(STOMP_WAIT);
+ state = BE_ANGRY;
+ state_timer.start(STOMP_WAIT);
}
void
-Yeti::die(Player& player)
+Yeti::summon_snowball()
{
- sprite->set_action("dead", 1);
- kill_squished(player);
+ Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x+(dir == RIGHT ? 64 : -64), get_pos().y), dir));
+}
- // start script
- if(dead_script != "") {
- std::istringstream stream(dead_script);
- Sector::current()->run_script(stream, "Yeti - dead-script");
- }
+bool
+Yeti::collision_squished(GameObject& object)
+{
+ kill_squished(object);
+
+ return true;
}
void
-Yeti::summon_snowball()
+Yeti::kill_squished(GameObject& object)
{
- Sector::current()->add_object(new BouncingSnowball(get_pos().x+(dir == RIGHT ? 64 : -64), get_pos().y, dir));
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) {
+ player->bounce(*this);
+ take_hit(*player);
+ }
}
-bool
-Yeti::collision_squished(Player& player)
+void Yeti::take_hit(Player& )
{
if(safe_timer.started())
- return true;
+ return;
- player.bounce(*this);
sound_manager->play("sounds/yeti_roar.wav");
hit_points--;
+
if(hit_points <= 0) {
- die(player);
- } else {
+ // We're dead
+ physic.enable_gravity(true);
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+
+ state = SQUISHED;
+ state_timer.start(SQUISH_TIME);
+ set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
+ sprite->set_action("dead");
+
+ if (countMe) Sector::current()->get_level()->stats.badguys++;
+
+ if(dead_script != "") {
+ std::istringstream stream(dead_script);
+ Sector::current()->run_script(stream, "Yeti - dead-script");
+ }
+ }
+ else {
safe_timer.start(SAFE_TIME);
}
-
- return true;
}
void
Yeti::kill_fall()
{
// shooting bullets or being invincible won't work :)
- die(*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;
i != sector->gameobjects.end(); ++i) {
YetiStalactite* stalactite = dynamic_cast<YetiStalactite*> (*i);
if(stalactite && stalactite->is_hanging()) {
- float sdist
+ float sdist
= fabsf(stalactite->get_pos().x - player->get_pos().x);
if(sdist < dist) {
nearest = stalactite;
nearest->start_shaking();
}
-HitResponse
-Yeti::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Yeti::collision_solid(const CollisionHit& hit)
{
- if(fabsf(hit.normal.y) > .5) {
+ if(hit.top || hit.bottom) {
// hit floor or roof
physic.set_velocity_y(0);
switch (state) {
break;
case BE_ANGRY:
// we just landed
- if(!stomp_timer.started()) {
+ if(!state_timer.started()) {
sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
stomp_count++;
drop_stalactite();
jump_down();
} else {
// jump again
- stomp_timer.start(STOMP_WAIT);
+ state_timer.start(STOMP_WAIT);
}
}
break;
+ case SQUISHED:
+ break;
}
- } else
- if(fabsf(hit.normal.x) > .5) {
+ } else if(hit.left || hit.right) {
// hit wall
jump_up();
}
-
- return CONTINUE;
}
IMPLEMENT_FACTORY(Yeti, "yeti")