//
// Zeekling - flyer that swoops down when she spots the player
// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
-// Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#include "random_generator.hpp"
Zeekling::Zeekling(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/zeekling/zeekling.sprite")
+ : BadGuy(reader, "images/creatures/zeekling/zeekling.sprite"), last_player(0)
{
state = FLYING;
+ speed = systemRandom.rand(130, 171);
+ physic.enable_gravity(false);
}
Zeekling::Zeekling(const Vector& pos, Direction d)
- : BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite")
+ : BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite"), last_player(0)
{
state = FLYING;
+ speed = systemRandom.rand(130, 171);
+ physic.enable_gravity(false);
}
void
}
void
-Zeekling::activate()
+Zeekling::initialize()
{
- speed = systemRandom.rand(130, 171);
physic.set_velocity_x(dir == LEFT ? -speed : speed);
- physic.enable_gravity(false);
sprite->set_action(dir == LEFT ? "left" : "right");
}
bool
-Zeekling::collision_squished(Player& player)
+Zeekling::collision_squished(GameObject& object)
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
- kill_squished(player);
+ kill_squished(object);
kill_fall();
return true;
}
-void
+void
Zeekling::onBumpHorizontal() {
if (state == FLYING) {
dir = (dir == LEFT ? RIGHT : LEFT);
dir = (dir == LEFT ? RIGHT : LEFT);
sprite->set_action(dir == LEFT ? "left" : "right");
physic.set_velocity_x(dir == LEFT ? -speed : speed);
+ } else {
+ assert(false);
}
}
-void
+void
Zeekling::onBumpVertical() {
if (state == FLYING) {
physic.set_velocity_y(0);
}
}
-HitResponse
-Zeekling::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Zeekling::collision_solid(const CollisionHit& hit)
{
- if(fabsf(hit.normal.y) > .5) {
- onBumpVertical();
- } else {
+ if(hit.top || hit.bottom) {
+ onBumpVertical();
+ } else if(hit.left || hit.right) {
onBumpHorizontal();
}
-
- return CONTINUE;
}
/**
* linear prediction of player and badguy positions to decide if we should enter the DIVING state
*/
-bool
+bool
Zeekling::should_we_dive() {
+
const MovingObject* player = this->get_nearest_player();
- if (!player) return false;
+ if (player && last_player && (player == last_player)) {
- const MovingObject* badguy = this;
+ // get positions, calculate movement
+ const Vector player_pos = player->get_pos();
+ const Vector player_mov = (player_pos - last_player_pos);
+ const Vector self_pos = this->get_pos();
+ const Vector self_mov = (self_pos - last_self_pos);
- const Vector playerPos = player->get_pos();
- const Vector playerMov = player->get_movement();
+ // new vertical speed to test with
+ float vy = 2*fabsf(self_mov.x);
- const Vector badguyPos = badguy->get_pos();
- const Vector badguyMov = badguy->get_movement();
+ // do not dive if we are not above the player
+ float height = player_pos.y - self_pos.y;
+ if (height <= 0) return false;
- // new vertical speed to test with
- float vy = -2*fabsf(badguyMov.x);
+ // do not dive if we are too far above the player
+ if (height > 512) return false;
- // do not dive if we are not above the player
- float height = playerPos.y - badguyPos.y;
- if (height <= 0) return false;
+ // do not dive if we would not descend faster than the player
+ float relSpeed = vy - player_mov.y;
+ if (relSpeed <= 0) return false;
- // do not dive if we would not descend faster than the player
- float relSpeed = -vy + playerMov.y;
- if (relSpeed <= 0) return false;
+ // guess number of frames to descend to same height as player
+ float estFrames = height / relSpeed;
- // guess number of frames to descend to same height as player
- float estFrames = height / relSpeed;
-
- // guess where the player would be at this time
- float estPx = (playerPos.x + (estFrames * playerMov.x));
+ // guess where the player would be at this time
+ float estPx = (player_pos.x + (estFrames * player_mov.x));
- // guess where we would be at this time
- float estBx = (badguyPos.x + (estFrames * badguyMov.x));
+ // guess where we would be at this time
+ float estBx = (self_pos.x + (estFrames * self_mov.x));
- // near misses are OK, too
- if (fabsf(estPx - estBx) < 32) return true;
+ // near misses are OK, too
+ if (fabsf(estPx - estBx) < 8) return true;
+ }
+
+ // update last player tracked, as well as our positions
+ last_player = player;
+ if (player) {
+ last_player_pos = player->get_pos();
+ last_self_pos = this->get_pos();
+ }
return false;
}
-void
+void
Zeekling::active_update(float elapsed_time) {
- BadGuy::active_update(elapsed_time);
-
if (state == FLYING) {
if (should_we_dive()) {
state = DIVING;
physic.set_velocity_y(2*fabsf(physic.get_velocity_x()));
sprite->set_action(dir == LEFT ? "diving-left" : "diving-right");
}
+ BadGuy::active_update(elapsed_time);
return;
- }
-
- if (state == DIVING) {
+ } else if (state == DIVING) {
+ BadGuy::active_update(elapsed_time);
return;
- }
-
- if (state == CLIMBING) {
+ } else if (state == CLIMBING) {
// stop climbing when we're back at initial height
if (get_pos().y <= start_position.y) {
state = FLYING;
physic.set_velocity_y(0);
}
+ BadGuy::active_update(elapsed_time);
return;
+ } else {
+ assert(false);
}
-
}
IMPLEMENT_FACTORY(Zeekling, "zeekling")