BAD_BOUNCINGSNOWBALL,
BAD_FLYINGSNOWBALL,
BAD_SPIKY,
- BAD_SNOWBALL
+ BAD_SNOWBALL,
+ NUM_BadGuyKinds
};
BadGuyKind badguykind_from_string(const std::string& str);
void load_badguy_gfx();
void free_badguy_gfx();
-struct BadGuyData
-{
- BadGuyKind kind;
- int x;
- int y;
- bool stay_on_platform;
-
- BadGuyData(BadGuyKind kind_, int x_, int y_, bool stay_on_platform_)
- : kind(kind_), x(x_), y(y_), stay_on_platform(stay_on_platform_) {}
-
- BadGuyData()
- : kind(BAD_SNOWBALL), x(0), y(0), stay_on_platform(false) {}
-};
-
class Player;
/* Badguy type: */
-class BadGuy
+class BadGuy : public GameObject
{
public:
/* Enemy modes: */
};
public:
DyingType dying;
- base_type base;
BadGuyKind kind;
BadGuyMode mode;
Direction dir;
+ Timer frozen_timer; // gets frozen when a ice shot hits it
+
private:
bool removable;
bool seen;
int squishcount; /// number of times this enemy was squiched
- base_type old_base;
Timer timer;
Physic physic;
public:
BadGuy(float x, float y, BadGuyKind kind, bool stay_on_platform);
- void action(float frame_ratio);
+ void action(double frame_ratio);
void draw();
+ std::string type() { return "BadGuy"; };
+
+ void explode(BadGuy* badguy);
void collision(void* p_c_object, int c_object,
CollisionType type = COLLISION_NORMAL);
bool is_removable() const { return removable; }
private:
- void action_mriceblock(float frame_ratio);
- void action_jumpy(float frame_ratio);
- void action_bomb(float frame_ratio);
- void action_mrbomb(float frame_ratio);
- void action_stalactite(float frame_ratio);
- void action_flame(float frame_ratio);
- void action_fish(float frame_ratio);
- void action_bouncingsnowball(float frame_ratio);
- void action_flyingsnowball(float frame_ratio);
- void action_spiky(float frame_ratio);
- void action_snowball(float frame_ratio);
+ void action_mriceblock(double frame_ratio);
+ void action_jumpy(double frame_ratio);
+ void action_bomb(double frame_ratio);
+ void action_mrbomb(double frame_ratio);
+ void action_stalactite(double frame_ratio);
+ void action_flame(double frame_ratio);
+ void action_fish(double frame_ratio);
+ void action_bouncingsnowball(double frame_ratio);
+ void action_flyingsnowball(double frame_ratio);
+ void action_spiky(double frame_ratio);
+ void action_snowball(double frame_ratio);
/** handles falling down. disables gravity calculation when we're back on
* ground */
void set_sprite(Sprite* left, Sprite* right);
};
+struct BadGuyData
+{
+ BadGuyKind kind;
+ int x;
+ int y;
+ bool stay_on_platform;
+
+ BadGuyData(BadGuy* pbadguy) : kind(pbadguy->kind), x((int)pbadguy->base.x), y((int)pbadguy->base.y), stay_on_platform(pbadguy->stay_on_platform) {};
+ BadGuyData(BadGuyKind kind_, int x_, int y_, bool stay_on_platform_)
+ : kind(kind_), x(x_), y(y_), stay_on_platform(stay_on_platform_) {}
+
+ BadGuyData()
+ : kind(BAD_SNOWBALL), x(0), y(0), stay_on_platform(false) {}
+};
+
+class BadGuyManager
+{
+ private:
+ BadGuyManager();
+ ~BadGuyManager();
+
+ std::vector<BadGuy*> badguys;
+ static BadGuyManager* instance_ ;
+
+ void load_badguys(std::string filename);
+
+ public:
+ static BadGuyManager* instance() { return instance_ ? instance_ : instance_ = new BadGuyManager(); }
+ static void destroy_instance() { delete instance_; instance_ = 0; }
+
+ BadGuy* get(unsigned int id) {
+ if(id < badguys.size())
+ {
+ return badguys[id];
+ }
+ else
+ {
+ // Never return 0, but return the 0th tile instead so that
+ // user code doesn't have to check for NULL pointers all over
+ // the place
+ return badguys[0];
+ }
+ }
+};
+
#endif /*SUPERTUX_BADGUY_H*/
/* Local Variables: */