animation_offset = 0;
texture_left = texture_right = 0;
physic.reset();
- timer_init(&timer, true);
+ timer.init(true);
if(kind == BAD_BSOD) {
physic.set_velocity(-1.3, 0);
}
void
-BadGuy::action_bsod()
+BadGuy::action_bsod(float frame_ratio)
{
static const float BSODJUMP = 2;
}
// Handle dying timer:
- if (dying == DYING_SQUISHED && !timer_check(&timer))
+ if (dying == DYING_SQUISHED && !timer.check())
{
/* Remove it if time's up: */
remove_me();
}
// move
- physic.apply(base.x, base.y);
+ physic.apply(frame_ratio, base.x, base.y);
if(dying != DYING_FALLING)
collision_swept_object_map(&old_base, &base);
}
void
-BadGuy::action_laptop()
+BadGuy::action_laptop(float frame_ratio)
{
Player& tux = *World::current()->get_tux();
if (mode == NORMAL || mode == KICK)
{
// move
- physic.apply(base.x, base.y);
+ physic.apply(frame_ratio, base.x, base.y);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
/* Handle mode timer: */
if (mode == FLAT)
{
- if(!timer_check(&timer))
+ if(!timer.check())
{
mode = NORMAL;
set_texture(img_laptop_left, img_laptop_right, 4, 5);
}
void
-BadGuy::action_money()
+BadGuy::action_money(float frame_ratio)
{
Player& tux = *World::current()->get_tux();
dir = LEFT;
// move
- physic.apply(base.x, base.y);
+ physic.apply(frame_ratio, base.x, base.y);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
}
void
-BadGuy::action_mrbomb()
+BadGuy::action_mrbomb(float frame_ratio)
{
if (dying == DYING_NOT)
check_horizontal_bump(true);
fall();
- physic.apply(base.x, base.y);
+ physic.apply(frame_ratio, base.x, base.y);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
void
-BadGuy::action_bomb()
+BadGuy::action_bomb(float frame_ratio)
{
static const int TICKINGTIME = 1000;
static const int EXPLODETIME = 1000;
if(mode == NORMAL) {
mode = BOMB_TICKING;
- timer_start(&timer, TICKINGTIME);
- } else if(!timer_check(&timer)) {
+ timer.start(TICKINGTIME);
+ } else if(!timer.check()) {
if(mode == BOMB_TICKING) {
mode = BOMB_EXPLODE;
set_texture(img_mrbomb_explosion, img_mrbomb_explosion, 1);
dying = DYING_NOT; // now the bomb hurts
- timer_start(&timer, EXPLODETIME);
+ timer.start(EXPLODETIME);
} else if(mode == BOMB_EXPLODE) {
remove_me();
return;
}
// move
- physic.apply(base.x, base.y);
+ physic.apply(frame_ratio, base.x, base.y);
collision_swept_object_map(&old_base,&base);
}
void
-BadGuy::action_stalactite()
+BadGuy::action_stalactite(float frame_ratio)
{
Player& tux = *World::current()->get_tux();
// near
if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
&& tux.base.y + tux.base.height > base.y) {
- timer_start(&timer, SHAKETIME);
+ timer.start(SHAKETIME);
mode = STALACTITE_SHAKING;
}
} if(mode == STALACTITE_SHAKING) {
base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
- if(!timer_check(&timer)) {
+ if(!timer.check()) {
mode = STALACTITE_FALL;
}
} else if(mode == STALACTITE_FALL) {
/* Destroy if we collides with land */
if(issolid(base.x+base.width/2, base.y+base.height))
{
- timer_start(&timer, 2000);
+ timer.start(2000);
dying = DYING_SQUISHED;
mode = FLAT;
set_texture(img_stalactite_broken, img_stalactite_broken, 1);
}
// move
- physic.apply(base.x, base.y);
+ physic.apply(frame_ratio, base.x, base.y);
- if(dying == DYING_SQUISHED && !timer_check(&timer))
+ if(dying == DYING_SQUISHED && !timer.check())
remove_me();
}
void
-BadGuy::action_flame()
+BadGuy::action_flame(float frame_ratio)
{
static const float radius = 100;
static const float speed = 0.02;
}
void
-BadGuy::action_fish()
+BadGuy::action_fish(float frame_ratio)
{
static const float JUMPV = 6;
static const int WAITTIME = 1000;
set_texture(0, 0);
physic.set_velocity(0, 0);
physic.enable_gravity(false);
- timer_start(&timer, WAITTIME);
+ timer.start(WAITTIME);
}
- else if(mode == FISH_WAIT && !timer_check(&timer))
+ else if(mode == FISH_WAIT && !timer.check())
{
// jump again
set_texture(img_fish, img_fish, 2, 1.5);
physic.enable_gravity(true);
}
- physic.apply(base.x, base.y);
+ physic.apply(frame_ratio, base.x, base.y);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
}
void
-BadGuy::action_bouncingsnowball()
+BadGuy::action_bouncingsnowball(float frame_ratio)
{
static const float JUMPV = 4.5;
// check for right/left collisions
check_horizontal_bump();
- physic.apply(base.x, base.y);
+ physic.apply(frame_ratio, base.x, base.y);
if(dying == DYING_NOT)
collision_swept_object_map(&old_base, &base);
// Handle dying timer:
- if (dying == DYING_SQUISHED && !timer_check(&timer))
+ if (dying == DYING_SQUISHED && !timer.check())
{
/* Remove it if time's up: */
remove_me();
}
void
-BadGuy::action_flyingsnowball()
+BadGuy::action_flyingsnowball(float frame_ratio)
{
static const float FLYINGSPEED = 1;
static const int DIRCHANGETIME = 1000;
if(dying == DYING_NOT && mode == NORMAL) {
mode = FLY_UP;
physic.set_velocity(physic.get_velocity_x(), FLYINGSPEED);
- timer_start(&timer, DIRCHANGETIME/2);
+ timer.start(DIRCHANGETIME/2);
}
- if(dying == DYING_NOT && !timer_check(&timer)) {
+ if(dying == DYING_NOT && !timer.check()) {
if(mode == FLY_UP) {
mode = FLY_DOWN;
physic.set_velocity(physic.get_velocity_x(), -FLYINGSPEED);
mode = FLY_UP;
physic.set_velocity(physic.get_velocity_x(), FLYINGSPEED);
}
- timer_start(&timer, DIRCHANGETIME);
+ timer.start(DIRCHANGETIME);
}
if(dying != DYING_NOT)
physic.enable_gravity(true);
- physic.apply(base.x, base.y);
+ physic.apply(frame_ratio, base.x, base.y);
if(dying == DYING_NOT || dying == DYING_SQUISHED)
collision_swept_object_map(&old_base, &base);
// Handle dying timer:
- if (dying == DYING_SQUISHED && !timer_check(&timer))
+ if (dying == DYING_SQUISHED && !timer.check())
{
/* Remove it if time's up: */
remove_me();
}
void
-BadGuy::action_spiky()
+BadGuy::action_spiky(float frame_ratio)
{
if (dying == DYING_NOT)
check_horizontal_bump();
}
#endif
- physic.apply(base.x, base.y);
+ physic.apply(frame_ratio, base.x, base.y);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
void
-BadGuy::action_snowball()
+BadGuy::action_snowball(float frame_ratio)
{
if (dying == DYING_NOT)
check_horizontal_bump();
fall();
- physic.apply(base.x, base.y);
+ physic.apply(frame_ratio, base.x, base.y);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
}
void
-BadGuy::action()
+BadGuy::action(float frame_ratio)
{
// Remove if it's far off the screen:
if (base.x < scroll_x - OFFSCREEN_DISTANCE)
switch (kind)
{
case BAD_BSOD:
- action_bsod();
+ action_bsod(frame_ratio);
break;
case BAD_LAPTOP:
- action_laptop();
+ action_laptop(frame_ratio);
break;
case BAD_MONEY:
- action_money();
+ action_money(frame_ratio);
break;
case BAD_MRBOMB:
- action_mrbomb();
+ action_mrbomb(frame_ratio);
break;
case BAD_BOMB:
- action_bomb();
+ action_bomb(frame_ratio);
break;
case BAD_STALACTITE:
- action_stalactite();
+ action_stalactite(frame_ratio);
break;
case BAD_FLAME:
- action_flame();
+ action_flame(frame_ratio);
break;
case BAD_FISH:
- action_fish();
+ action_fish(frame_ratio);
break;
case BAD_BOUNCINGSNOWBALL:
- action_bouncingsnowball();
+ action_bouncingsnowball(frame_ratio);
break;
case BAD_FLYINGSNOWBALL:
- action_flyingsnowball();
+ action_flyingsnowball(frame_ratio);
break;
case BAD_SPIKY:
- action_spiky();
+ action_spiky(frame_ratio);
break;
case BAD_SNOWBALL:
- action_snowball();
+ action_snowball(frame_ratio);
break;
}
}
player_status.score_multiplier++;
dying = DYING_SQUISHED;
- timer_start(&timer, 2000);
+ timer.start(2000);
physic.set_velocity(0, 0);
}
set_texture(img_laptop_flat_left, img_laptop_flat_right, 1);
physic.set_velocity(0, physic.get_velocity_y());
- timer_start(&timer, 4000);
+ timer.start(4000);
} else if (mode == FLAT) {
/* Kick! */
play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);