Sprite* img_snowball_right;
Sprite* img_snowball_squished_left;
Sprite* img_snowball_squished_right;
+Sprite* img_wingling_left;
#define BADGUY_WALK_SPEED .8f
+#define WINGLING_FLY_SPEED 1.6f
BadGuyKind badguykind_from_string(const std::string& str)
{
return BAD_SPIKY;
else if (str == "snowball" || str == "bsod") // was bsod in old maps
return BAD_SNOWBALL;
+ else if (str == "wingling")
+ return BAD_WINGLING;
else
{
printf("Couldn't convert badguy: '%s'\n", str.c_str());
case BAD_SNOWBALL:
return "snowball";
break;
+ case BAD_WINGLING:
+ return "wingling";
+ break;
default:
return "snowball";
}
{
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;
+ lispreader.read_float("x", &start_position.x);
+ lispreader.read_float("y", &start_position.y);
kind = kind_;
{
display_manager.add_drawable(this, LAYER_OBJECTS);
- base.x = x;
- base.y = y;
- base.width = 0;
- base.height = 0;
+ start_position.x = x;
+ start_position.y = y;
stay_on_platform = false;
kind = kind_;
void
BadGuy::init()
{
+ base.x = 0;
+ base.y = 0;
+ base.width = 0;
+ base.height = 0;
+
mode = NORMAL;
dying = DYING_NOT;
old_base = base;
dir = LEFT;
seen = false;
- frozen_timer.init(true);
animation_offset = 0;
sprite_left = sprite_right = 0;
physic.reset();
+ frozen_timer.init(true);
+ timer.init(true);
+
+ // if we're in a solid tile at start correct that now
+ if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
+ {
+ std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
+ << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
+ while(collision_object_map(base))
+ --base.y;
+ }
+
+ // just activate the badguy, since he might be on screen already. If not he
+ // gets deactivated anyway
+ activate(LEFT);
+}
+
+void
+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::activate(Direction activation_dir)
+{
+ mode = NORMAL;
+ animation_offset = 0;
+ physic.reset();
+ frozen_timer.init(true);
timer.init(true);
+ dir = activation_dir;
+ float dirsign = activation_dir == LEFT ? -1 : 1;
+
if(kind == BAD_MRBOMB) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_mrbomb_left, img_mrbomb_right);
} else if (kind == BAD_MRICEBLOCK) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_mriceblock_left, img_mriceblock_right);
} else if(kind == BAD_JUMPY) {
set_sprite(img_jumpy_left_up, img_jumpy_left_up);
} else if(kind == BAD_BOMB) {
set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
- // hack so that the bomb doesn't hurt until it expldes...
+ // hack so that the bomb doesn't hurt until it expldes...
dying = DYING_SQUISHED;
} else if(kind == BAD_FLAME) {
angle = 0;
physic.enable_gravity(false);
set_sprite(img_flame, img_flame);
} else if(kind == BAD_BOUNCINGSNOWBALL) {
- physic.set_velocity(-1.3, 0);
+ physic.set_velocity(dirsign * 1.3, 0);
set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
} else if(kind == BAD_STALACTITE) {
physic.enable_gravity(false);
set_sprite(img_flyingsnowball, img_flyingsnowball);
physic.enable_gravity(false);
} else if(kind == BAD_SPIKY) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_spiky_left, img_spiky_right);
} else if(kind == BAD_SNOWBALL) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_snowball_left, img_snowball_right);
+ } else if(kind == BAD_WINGLING) {
+ physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
+ physic.enable_gravity(false);
+ set_sprite(img_wingling_left, img_wingling_left);
}
- // if we're in a solid tile at start correct that now
- if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
- {
- std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
- << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
- while(collision_object_map(base))
- --base.y;
- }
-}
-
-void
-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));
+ base.x = start_position.x;
+ base.y = start_position.y;
+ old_base = base;
+ seen = true;
}
void
// Handle dying timer:
if (dying == DYING_SQUISHED && !timer.check())
- {
- /* Remove it if time's up: */
- remove_me();
- return;
- }
+ remove_me();
}
void
// Handle dying timer:
if (dying == DYING_SQUISHED && !timer.check())
- {
- /* Remove it if time's up: */
- remove_me();
- return;
- }
+ remove_me();
}
void
physic.apply(elapsed_time, base.x, base.y);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
}
void
+BadGuy::action_wingling(double elapsed_time)
+{
+ if (dying != DYING_NOT)
+ physic.enable_gravity(true);
+ else
+ {
+ Player& tux = *World::current()->get_tux();
+
+ if (fabsf(tux.base.x - base.x) < 200 && base.y < tux.base.y && tux.dying == DYING_NOT)
+ physic.set_velocity(-2.0f, -2.0f);
+ else
+ physic.set_velocity(-WINGLING_FLY_SPEED, 0);
+ }
+
+ physic.apply(elapsed_time, base.x, base.y);
+
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
+}
+
+
+void
BadGuy::action(float elapsed_time)
{
float scroll_x = World::current()->camera->get_translation().x;
kill_me(0);
}
- // Once it's on screen, it's activated!
- if (base.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- base.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE &&
- base.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- base.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
- seen = true;
-
+ if(!seen) {
+ /* activate badguys if they're just inside the offscreen_distance around the
+ * screen. Don't activate them inside the screen, since that might have the
+ * effect of badguys suddenly popping up from nowhere
+ */
+ if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+ start_position.x < scroll_x - base.width)
+ activate(RIGHT);
+ else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y - base.height)
+ activate(LEFT);
+ else if(start_position.x > scroll_x + screen->w &&
+ start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
+ activate(LEFT);
+ else if(start_position.y > scroll_y + screen->h &&
+ start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
+ activate(LEFT);
+ } else {
+ if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
+ || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
+ || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
+ || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4) {
+ seen = false;
+ if(dying != DYING_NOT)
+ remove_me();
+ }
+ }
+
if(!seen)
return;
-
+
switch (kind)
{
case BAD_MRICEBLOCK:
case BAD_SNOWBALL:
action_snowball(elapsed_time);
break;
+
+ case BAD_WINGLING:
+ action_wingling(elapsed_time);
+ break;
+
default:
break;
}
player_status.score_multiplier++;
- // check for maximum number of squiches
+ // check for maximum number of squishes
squishcount++;
if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
kill_me(50);
squish_me(player);
set_sprite(img_snowball_squished_left, img_snowball_squished_right);
return;
+ } else if(kind == BAD_WINGLING) {
+ squish_me(player);
+ set_sprite(img_wingling_left, img_wingling_left);
}
+
+
}
void
case CO_BADGUY:
pbad_c = (BadGuy*) p_c_object;
+
/* If we're a kicked mriceblock, kill [almost] any badguys we hit */
if(kind == BAD_MRICEBLOCK && mode == KICK &&
kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
/* When enemies run into eachother, make them change directions */
else
{
- // Jumpy, fish, flame, stalactites are exceptions
+ // Wingling doesn't interact with other badguys
+ if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
+ break;
+
+ // Jumpy, fish, flame, stalactites, wingling are exceptions
if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
|| pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH)
break;
img_snowball_right = sprite_manager->load("snowball-right");
img_snowball_squished_left = sprite_manager->load("snowball-squished-left");
img_snowball_squished_right = sprite_manager->load("snowball-squished-right");
+ img_wingling_left = sprite_manager->load("wingling-left");
}
void free_badguy_gfx()