#define SUPERTUX_BADGUY_H
#include "SDL.h"
+
+#include "utils/lispreader.h"
+#include "special/timer.h"
+#include "math/physic.h"
#include "defines.h"
-#include "bitmask.h"
-#include "type.h"
-#include "timer.h"
-#include "texture.h"
-#include "physic.h"
+#include "special/moving_object.h"
#include "collision.h"
-#include "sprite.h"
-#include "moving_object.h"
-#include "drawable.h"
#include "serializable.h"
+#include "scene.h"
+
+using namespace SuperTux;
+
+/* Timing constants (in ms): */
+
+#define KICKING_TIME 200
/* Bad guy kinds: */
enum BadGuyKind {
BAD_STALACTITE,
BAD_FLAME,
BAD_FISH,
+ BAD_FLAMEFISH,
BAD_BOUNCINGSNOWBALL,
BAD_FLYINGSNOWBALL,
BAD_SPIKY,
BAD_SNOWBALL,
BAD_WINGLING,
- NUM_BadGuyKinds
+ BAD_WALKINGTREE,
+ NUM_BadGuyKinds,
+
+ BAD_INVALID
};
BadGuyKind badguykind_from_string(const std::string& str);
std::string badguykind_to_string(BadGuyKind kind);
-void load_badguy_gfx();
-void free_badguy_gfx();
class Player;
+class BadGuySpecs;
/* Badguy type: */
-class BadGuy : public MovingObject, public Drawable, public Serializable
+class BadGuy : public MovingObject, public Serializable
{
public:
/* Enemy modes: */
FISH_WAIT,
FLY_UP,
- FLY_DOWN
+ FLY_DOWN,
+
+ BGM_BIG,
+ BGM_SMALL
};
public:
DyingType dying;
bool stay_on_platform;
Direction dir;
+ Vector start_position;
Timer frozen_timer; // gets frozen when a ice shot hits it
bool removable;
bool seen;
int squishcount; /// number of times this enemy was squiched
+ Vector target; // Target that badguy is aiming for (wingling uses this)
Timer timer;
- Vector start_position;
Physic physic;
float angle;
- Sprite* sprite_left;
- Sprite* sprite_right;
+ std::string action_left, action_right;
+
+ BadGuySpecs* specs;
int animation_offset;
public:
- BadGuy(DisplayManager& display_manager, BadGuyKind kind, float x, float y);
- BadGuy(DisplayManager& display_manager, BadGuyKind kind, LispReader& reader);
+ BadGuy(BadGuyKind kind, float x, float y);
+ BadGuy(BadGuyKind kind, LispReader& reader);
virtual ~BadGuy();
virtual void write(LispWriter& writer);
virtual void action(float frame_ratio);
- virtual void draw(Camera& viewport, int layer);
+ virtual void draw(DrawingContext& context);
virtual void collision(const MovingObject& other, int type);
void collision(void* p_c_object, int c_object,
*/
void kill_me(int score);
+ /** initializes the badguy (when he appears on screen) */
+ void activate(Direction direction); // should only be used by BadGuy's objects
+
+ Surface* get_image();
+
private:
void init();
void action_spiky(double frame_ratio);
void action_snowball(double frame_ratio);
void action_wingling(double frame_ratio);
-
- /** initializes the badguy (when he appears on screen) */
- void activate(Direction direction);
+ void action_walkingtree(double frame_ratio);
/** handles falling down. disables gravity calculation when we're back on
* ground */
void fall();
- /** let the player jump a bit (used when you hit a badguy) */
- void make_player_jump(Player* player);
-
- void explode();
+ /** Turn enemy into a bomb. To explode right way pass true */
+ void explode(bool right_away);
/** check if we're running left or right in a wall and eventually change
* direction
void squish(Player* player);
/** squish ourself, give player score and set dying to DYING_SQICHED */
void squish_me(Player* player);
- /** set image of the badguy */
- void set_sprite(Sprite* left, Sprite* right);
+ /** set sprite's action of the badguy */
+ void set_action(std::string action_left, std::string action_right);
};
#endif /*SUPERTUX_BADGUY_H*/