}
Yeti::Yeti(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/yeti/yeti.sprite")
+ : BadGuy(reader, "images/creatures/yeti/yeti.sprite")
{
hit_points = INITIAL_HITPOINTS;
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"));
- draw_dead_script_hint = false;
}
Yeti::~Yeti()
}
void
-Yeti::activate()
+Yeti::initialize()
{
dir = RIGHT;
jump_down();
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++;
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
physic.set_velocity_y(0);
switch (state) {
case JUMP_DOWN:
- run();
- break;
+ run();
+ break;
case RUN:
- break;
+ break;
case JUMP_UP:
- break;
+ break;
case BE_ANGRY:
- // we just landed
- if(!state_timer.started()) {
- sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
- stomp_count++;
- drop_stalactite();
-
- // go to other side after 3 jumps
- if(stomp_count == 3) {
- jump_down();
- } else {
- // jump again
- state_timer.start(STOMP_WAIT);
- }
- }
- break;
+ // we just landed
+ if(!state_timer.started()) {
+ sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
+ stomp_count++;
+ drop_stalactite();
+
+ // go to other side after 3 jumps
+ if(stomp_count == 3) {
+ jump_down();
+ } else {
+ // jump again
+ state_timer.start(STOMP_WAIT);
+ }
+ }
+ break;
case SQUISHED:
break;
}