#include "resources.h"
#include "sprite_manager.h"
#include "gameloop.h"
+#include "display_manager.h"
+#include "lispwriter.h"
+#include "viewport.h"
Sprite* img_mriceblock_flat_left;
Sprite* img_mriceblock_flat_right;
}
}
-BadGuy::BadGuy(float x, float y, BadGuyKind kind_, bool stay_on_platform_)
+BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
+ LispReader& lispreader)
: removable(false), squishcount(0)
{
- base.x = x;
- base.y = y;
+ display_manager.add_drawable(this, LAYER_OBJECTS);
+
+ base.x = 0;
+ base.y = 0;
+ lispreader.read_float("x", &base.x);
+ lispreader.read_float("y", &base.y);
+ base.width = 0;
+ base.height = 0;
+
+ kind = kind_;
+
+ stay_on_platform = false;
+ lispreader.read_bool("stay-on-platform", &stay_on_platform);
+
+ init();
+}
+
+BadGuy::BadGuy(DisplayManager& display_manager, BadGuyKind kind_,
+ float x, float y)
+{
+ display_manager.add_drawable(this, LAYER_OBJECTS);
+
+ base.x = x;
+ base.y = y;
base.width = 0;
base.height = 0;
- base.xm = 0;
- base.ym = 0;
+ stay_on_platform = false;
+
+ kind = kind_;
+
+ init();
+}
- stay_on_platform = stay_on_platform_;
+BadGuy::~BadGuy()
+{
+}
+
+void
+BadGuy::init()
+{
mode = NORMAL;
dying = DYING_NOT;
- kind = kind_;
old_base = base;
dir = LEFT;
seen = false;
// hack so that the bomb doesn't hurt until it expldes...
dying = DYING_SQUISHED;
} else if(kind == BAD_FLAME) {
- base.ym = 0; // we misuse base.ym as angle for the flame
+ angle = 0;
physic.enable_gravity(false);
set_sprite(img_flame, img_flame);
} else if(kind == BAD_BOUNCINGSNOWBALL) {
}
void
-BadGuy::action_mriceblock(double frame_ratio)
+BadGuy::write(LispWriter& writer)
+{
+ writer.start_list(badguykind_to_string(kind));
+
+ writer.write_float("x", base.x);
+ writer.write_float("y", base.y);
+ writer.write_bool("stay-on-platform", stay_on_platform);
+
+ writer.end_list(badguykind_to_string(kind));
+}
+
+void
+BadGuy::action_mriceblock(double elapsed_time)
{
Player& tux = *World::current()->get_tux();
if (mode != HELD)
{
// move
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
check_horizontal_bump();
if(mode == KICK && changed != dir)
{
+ float scroll_x = World::current()->displaymanager
+ .get_viewport().get_translation().x;
+
/* handle stereo sound (number 10 should be tweaked...)*/
if (base.x < scroll_x + screen->w/2 - 10)
play_sound(sounds[SND_RICOCHET], SOUND_LEFT_SPEAKER);
}
void
-BadGuy::remove_me()
-{
- removable = true;
-}
-
-void
-BadGuy::action_jumpy(double frame_ratio)
+BadGuy::action_jumpy(double elapsed_time)
{
if(frozen_timer.check())
{
dir = LEFT;
// move
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
}
void
-BadGuy::action_mrbomb(double frame_ratio)
+BadGuy::action_mrbomb(double elapsed_time)
{
if(frozen_timer.check())
{
fall();
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
void
-BadGuy::action_bomb(double frame_ratio)
+BadGuy::action_bomb(double elapsed_time)
{
static const int TICKINGTIME = 1000;
static const int EXPLODETIME = 1000;
dying = DYING_NOT; // now the bomb hurts
timer.start(EXPLODETIME);
+ float scroll_x = World::current()->displaymanager
+ .get_viewport().get_translation().x;
+
/* play explosion sound */ // FIXME: is the stereo all right? maybe we should use player cordinates...
if (base.x < scroll_x + screen->w/2 - 10)
play_sound(sounds[SND_EXPLODE], SOUND_LEFT_SPEAKER);
}
// move
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
collision_swept_object_map(&old_base,&base);
}
void
-BadGuy::action_stalactite(double frame_ratio)
+BadGuy::action_stalactite(double elapsed_time)
{
Player& tux = *World::current()->get_tux();
}
// move
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
if(dying == DYING_SQUISHED && !timer.check())
remove_me();
}
void
-BadGuy::action_flame(double frame_ratio)
+BadGuy::action_flame(double elapsed_time)
{
static const float radius = 100;
static const float speed = 0.02;
- base.x = old_base.x + cos(base.ym) * radius;
- base.y = old_base.y + sin(base.ym) * radius;
+ base.x = old_base.x + cos(angle) * radius;
+ base.y = old_base.y + sin(angle) * radius;
- base.ym = fmodf(base.ym + frame_ratio * speed, 2*M_PI);
+ angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
}
void
-BadGuy::action_fish(double frame_ratio)
+BadGuy::action_fish(double elapsed_time)
{
if(frozen_timer.check())
{
physic.enable_gravity(true);
}
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
}
void
-BadGuy::action_bouncingsnowball(double frame_ratio)
+BadGuy::action_bouncingsnowball(double elapsed_time)
{
static const float JUMPV = 4.5;
// check for right/left collisions
check_horizontal_bump();
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
}
void
-BadGuy::action_flyingsnowball(double frame_ratio)
+BadGuy::action_flyingsnowball(double elapsed_time)
{
static const float FLYINGSPEED = 1;
static const int DIRCHANGETIME = 1000;
if(dying != DYING_NOT)
physic.enable_gravity(true);
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
if(dying == DYING_NOT || dying == DYING_SQUISHED)
collision_swept_object_map(&old_base, &base);
}
void
-BadGuy::action_spiky(double frame_ratio)
+BadGuy::action_spiky(double elapsed_time)
{
if(frozen_timer.check())
{
}
#endif
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
void
-BadGuy::action_snowball(double frame_ratio)
+BadGuy::action_snowball(double elapsed_time)
{
if (dying == DYING_NOT)
check_horizontal_bump();
fall();
- physic.apply(frame_ratio, base.x, base.y);
+ physic.apply(elapsed_time, base.x, base.y);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
void
-BadGuy::action(double frame_ratio)
+BadGuy::action(float elapsed_time)
{
+ float scroll_x = World::current()->displaymanager
+ .get_viewport().get_translation().x;
+
// Remove if it's far off the screen:
if (base.x < scroll_x - OFFSCREEN_DISTANCE)
{
switch (kind)
{
case BAD_MRICEBLOCK:
- action_mriceblock(frame_ratio);
+ action_mriceblock(elapsed_time);
break;
case BAD_JUMPY:
- action_jumpy(frame_ratio);
+ action_jumpy(elapsed_time);
break;
case BAD_MRBOMB:
- action_mrbomb(frame_ratio);
+ action_mrbomb(elapsed_time);
break;
case BAD_BOMB:
- action_bomb(frame_ratio);
+ action_bomb(elapsed_time);
break;
case BAD_STALACTITE:
- action_stalactite(frame_ratio);
+ action_stalactite(elapsed_time);
break;
case BAD_FLAME:
- action_flame(frame_ratio);
+ action_flame(elapsed_time);
break;
case BAD_FISH:
- action_fish(frame_ratio);
+ action_fish(elapsed_time);
break;
case BAD_BOUNCINGSNOWBALL:
- action_bouncingsnowball(frame_ratio);
+ action_bouncingsnowball(elapsed_time);
break;
case BAD_FLYINGSNOWBALL:
- action_flyingsnowball(frame_ratio);
+ action_flyingsnowball(elapsed_time);
break;
case BAD_SPIKY:
- action_spiky(frame_ratio);
+ action_spiky(elapsed_time);
break;
case BAD_SNOWBALL:
- action_snowball(frame_ratio);
+ action_snowball(elapsed_time);
break;
default:
break;
}
void
-BadGuy::draw()
+BadGuy::draw(ViewPort& viewport, int)
{
+ float scroll_x = viewport.get_translation().x;
+ float scroll_y = viewport.get_translation().y;
+
// Don't try to draw stuff that is outside of the screen
if(base.x <= scroll_x - base.width || base.x >= scroll_x + screen->w)
return;
}
Sprite* sprite = (dir == LEFT) ? sprite_left : sprite_right;
- sprite->draw(base.x, base.y);
+ sprite->draw(viewport.world2screen(Vector(base.x, base.y)));
if (debug_mode)
fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75,0,75, 150);
{
make_player_jump(player);
- World::current()->add_score(base.x,
- base.y, 50 * player_status.score_multiplier);
+ World::current()->add_score(Vector(base.x, base.y),
+ 50 * player_status.score_multiplier);
play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
player_status.score_multiplier++;
if(kind == BAD_MRBOMB) {
// mrbomb transforms into a bomb now
- World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+ explode();
make_player_jump(player);
- World::current()->add_score(base.x, base.y, 50 * player_status.score_multiplier);
+ World::current()->add_score(Vector(base.x, base.y),
+ 50 * player_status.score_multiplier);
play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
player_status.score_multiplier++;
- remove_me();
return;
} else if (kind == BAD_MRICEBLOCK) {
make_player_jump(player);
- World::current()->add_score(base.x, base.y, 25 * player_status.score_multiplier);
+ World::current()->add_score(Vector(base.x, base.y),
+ 25 * player_status.score_multiplier);
player_status.score_multiplier++;
// simply remove the fish...
/* Gain some points: */
if (score != 0)
- World::current()->add_score(base.x, base.y,
- score * player_status.score_multiplier);
+ World::current()->add_score(Vector(base.x, base.y),
+ score * player_status.score_multiplier);
/* Play death sound: */
play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
}
-void BadGuy::explode(BadGuy *badguy)
+void
+BadGuy::explode()
+{
+ World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+ remove_me();
+}
+
+void
+BadGuy::collision(const MovingObject&, int)
{
-World::current()->add_bad_guy(badguy->base.x, badguy->base.y, BAD_BOMB);
-badguy->remove_me();
+ // later
}
void
if (pbad_c->kind == BAD_MRBOMB)
{
// mrbomb transforms into a bomb now
- explode(pbad_c);
+ pbad_c->explode();
return;
}
else if (pbad_c->kind != BAD_MRBOMB)
if (pbad_c->kind == BAD_MRBOMB)
{
// mrbomb transforms into a bomb now
- explode(pbad_c);
+ pbad_c->explode();
return;
}
else