#include "badguy.h"
#include "scene.h"
#include "screen.h"
+#include "world.h"
#include "tile.h"
texture_type img_bsod_squished_left[1];
texture_type img_laptop_falling_right[1];
texture_type img_bsod_left[4];
texture_type img_bsod_right[4];
-texture_type img_laptop_left[3];
-texture_type img_laptop_right[3];
+texture_type img_laptop_left[4];
+texture_type img_laptop_right[4];
texture_type img_money_left[2];
texture_type img_money_right[2];
texture_type img_mrbomb_left[4];
{
if (str == "money")
return BAD_MONEY;
- else if (str == "laptop")
+ else if (str == "laptop" || str == "mriceblock")
return BAD_LAPTOP;
else if (str == "bsod")
return BAD_BSOD;
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);
set_texture(img_mrbomb_left, img_mrbomb_right, 4);
} else if (kind == BAD_LAPTOP) {
physic.set_velocity(-1.3, 0);
- set_texture(img_laptop_left, img_laptop_right, 3);
+ set_texture(img_laptop_left, img_laptop_right, 4, 5);
} else if(kind == BAD_MONEY) {
set_texture(img_money_left, img_money_right, 1);
} else if(kind == BAD_BOMB) {
}
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();
+
fall();
/* Move left/right: */
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);
}
else if (mode == HELD)
{ /* FIXME: The pbad object shouldn't know about pplayer objects. */
/* If we're holding the laptop */
- dir=tux.dir;
+ dir = tux.dir;
if(dir==RIGHT)
{
base.x = tux.base.x + 16;
/* Handle mode timer: */
if (mode == FLAT)
{
- if(!timer_check(&timer))
+ if(!timer.check())
{
mode = NORMAL;
- set_texture(img_laptop_left, img_laptop_right, 3);
+ set_texture(img_laptop_left, img_laptop_right, 4, 5);
physic.set_velocity( (dir == LEFT) ? -1.3 : 1.3, 0);
}
}
void
BadGuy::remove_me()
{
- std::vector<BadGuy>::iterator i;
- for(i = bad_guys.begin(); i != bad_guys.end(); ++i) {
- if( & (*i) == this) {
- bad_guys.erase(i);
- return;
+ for(std::vector<BadGuy>::iterator i = World::current()->bad_guys.begin();
+ i != World::current()->bad_guys.end(); ++i)
+ {
+ if( & (*i) == this) {
+ World::current()->bad_guys.erase(i);
+ return;
+ }
}
- }
}
void
-BadGuy::action_money()
+BadGuy::action_money(float frame_ratio)
{
+ Player& tux = *World::current()->get_tux();
+
static const float JUMPV = 6;
fall();
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();
+
static const int SHAKETIME = 800;
static const int RANGE = 40;
// 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;
}
}
{
make_player_jump(player);
- add_score(base.x - scroll_x, base.y, 50 * score_multiplier);
+ World::current()->add_score(base.x - scroll_x,
+ base.y, 50 * player_status.score_multiplier);
play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
- score_multiplier++;
+ player_status.score_multiplier++;
dying = DYING_SQUISHED;
- timer_start(&timer, 2000);
+ timer.start(2000);
physic.set_velocity(0, 0);
}
BadGuy::squish(Player* player)
{
if(kind == BAD_MRBOMB) {
- // mrbomb transforms into a bomb now
- add_bad_guy(base.x, base.y, BAD_BOMB);
-
- make_player_jump(player);
- add_score(base.x - scroll_x, base.y, 50 * score_multiplier);
- play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
- score_multiplier++;
+ // mrbomb transforms into a bomb now
+ World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
+
+ make_player_jump(player);
+ World::current()->add_score(base.x - scroll_x, base.y, 50 * player_status.score_multiplier);
+ play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
+ player_status.score_multiplier++;
- remove_me();
- return;
+ remove_me();
+ return;
} else if(kind == BAD_BSOD) {
- squish_me(player);
- set_texture(img_bsod_squished_left, img_bsod_squished_right, 1);
- physic.set_velocity(0, physic.get_velocity_y());
- return;
+ squish_me(player);
+ set_texture(img_bsod_squished_left, img_bsod_squished_right, 1);
+ physic.set_velocity(0, physic.get_velocity_y());
+ return;
} else if (kind == BAD_LAPTOP) {
- if (mode == NORMAL || mode == KICK)
+ if (mode == NORMAL || mode == KICK)
{
- /* Flatten! */
- play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
- mode = FLAT;
- set_texture(img_laptop_flat_left, img_laptop_flat_right, 1);
- physic.set_velocity(0, physic.get_velocity_y());
+ /* Flatten! */
+ play_sound(sounds[SND_STOMP], SOUND_CENTER_SPEAKER);
+ mode = FLAT;
+ 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);
-
- if (player->base.x < base.x + (base.width/2)) {
- physic.set_velocity(5, physic.get_velocity_y());
- dir = RIGHT;
- } else {
- physic.set_velocity(-5, physic.get_velocity_y());
- dir = LEFT;
- }
-
- mode = KICK;
- set_texture(img_laptop_flat_left, img_laptop_flat_right, 1);
+ /* Kick! */
+ play_sound(sounds[SND_KICK], SOUND_CENTER_SPEAKER);
+
+ if (player->base.x < base.x + (base.width/2)) {
+ physic.set_velocity(5, physic.get_velocity_y());
+ dir = RIGHT;
+ } else {
+ physic.set_velocity(-5, physic.get_velocity_y());
+ dir = LEFT;
+ }
+
+ mode = KICK;
+ set_texture(img_laptop_flat_left, img_laptop_flat_right, 1);
}
- make_player_jump(player);
+ make_player_jump(player);
- add_score(base.x - scroll_x, base.y, 25 * score_multiplier);
- score_multiplier++;
- return;
+ World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
+ player_status.score_multiplier++;
+ return;
} else if(kind == BAD_FISH) {
make_player_jump(player);
- add_score(base.x - scroll_x, base.y, 25 * score_multiplier);
- score_multiplier++;
+ World::current()->add_score(base.x - scroll_x, base.y, 25 * player_status.score_multiplier);
+ player_status.score_multiplier++;
// simply remove the fish...
remove_me();
/* Gain some points: */
if (kind == BAD_BSOD)
- add_score(base.x - scroll_x, base.y,
- 50 * score_multiplier);
+ World::current()->add_score(base.x - scroll_x, base.y,
+ 50 * player_status.score_multiplier);
else
- add_score(base.x - scroll_x, base.y,
- 25 * score_multiplier);
+ World::current()->add_score(base.x - scroll_x, base.y,
+ 25 * player_status.score_multiplier);
/* Play death sound: */
play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
/* (Laptop) */
- texture_load(&img_laptop_left[0], datadir +
- "/images/shared/laptop-left-0.png",
- USE_ALPHA);
+ texture_load(&img_laptop_left[0], datadir + "/images/shared/mriceblock-left-0.png", USE_ALPHA);
+ texture_load(&img_laptop_left[1], datadir + "/images/shared/mriceblock-left-1.png", USE_ALPHA);
+ texture_load(&img_laptop_left[2], datadir + "/images/shared/mriceblock-left-2.png", USE_ALPHA);
+ texture_load(&img_laptop_left[3], datadir + "/images/shared/mriceblock-left-1.png", USE_ALPHA);
- texture_load(&img_laptop_left[1], datadir +
- "/images/shared/laptop-left-1.png",
- USE_ALPHA);
-
- texture_load(&img_laptop_left[2], datadir +
- "/images/shared/laptop-left-2.png",
- USE_ALPHA);
-
- texture_load(&img_laptop_right[0], datadir +
- "/images/shared/laptop-right-0.png",
- USE_ALPHA);
-
- texture_load(&img_laptop_right[1], datadir +
- "/images/shared/laptop-right-1.png",
- USE_ALPHA);
-
- texture_load(&img_laptop_right[2], datadir +
- "/images/shared/laptop-right-2.png",
- USE_ALPHA);
-
- texture_load(&img_laptop_flat_left[0], datadir +
- "/images/shared/laptop-flat-left.png",
+ texture_load(&img_laptop_right[0], datadir + "/images/shared/mriceblock-right-0.png", USE_ALPHA);
+ texture_load(&img_laptop_right[1], datadir + "/images/shared/mriceblock-right-1.png", USE_ALPHA);
+ texture_load(&img_laptop_right[2], datadir + "/images/shared/mriceblock-right-2.png", USE_ALPHA);
+ texture_load(&img_laptop_right[3], datadir + "/images/shared/mriceblock-right-1.png", USE_ALPHA);
+
+ texture_load(&img_laptop_flat_left[0],
+ datadir + "/images/shared/laptop-flat-left.png",
USE_ALPHA);
texture_load(&img_laptop_flat_right[0], datadir +
texture_free(&img_bsod_falling_left[0]);
texture_free(&img_bsod_falling_right[0]);
- for (int i = 0; i < 3; i++)
+ for (int i = 0; i < 4; i++)
{
texture_free(&img_laptop_left[i]);
texture_free(&img_laptop_right[i]);