// $Id$
-//
+//
// 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
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 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 */
}
Yeti::Yeti(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/yeti/yeti.sprite")
+ : 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) {
}
bool
-Yeti::collision_squished(Player& player)
+Yeti::collision_squished(GameObject& object)
{
- kill_squished(player);
+ kill_squished(object);
return true;
}
void
-Yeti::kill_squished(Player& player)
+Yeti::kill_squished(GameObject& object)
{
- player.bounce(*this);
- take_hit(player);
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) {
+ player->bounce(*this);
+ take_hit(*player);
+ }
}
void Yeti::take_hit(Player& )
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;
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) {
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;
}
- } else
- if(fabsf(hit.normal.x) > .5) {
+ } else if(hit.left || hit.right) {
// hit wall
jump_up();
}
-
- return CONTINUE;
}
IMPLEMENT_FACTORY(Yeti, "yeti")