#include "physic.h"
#include "collision.h"
#include "sprite.h"
+#include "moving_object.h"
+#include "drawable.h"
+#include "serializable.h"
/* Bad guy kinds: */
enum BadGuyKind {
BAD_FLYINGSNOWBALL,
BAD_SPIKY,
BAD_SNOWBALL,
+ BAD_WINGLING,
+ BAD_WALKINGTREE,
NUM_BadGuyKinds
};
class Player;
/* Badguy type: */
-class BadGuy : public GameObject
+class BadGuy : public MovingObject, public Drawable, public Serializable
{
public:
/* Enemy modes: */
FISH_WAIT,
FLY_UP,
- FLY_DOWN
+ FLY_DOWN,
+
+ BGM_BIG,
+ BGM_SMALL
};
public:
DyingType dying;
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
+ 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;
int animation_offset;
public:
- BadGuy(float x, float y, BadGuyKind kind, bool stay_on_platform);
+ BadGuy(DisplayManager& display_manager, BadGuyKind kind, float x, float y);
+ BadGuy(DisplayManager& display_manager, BadGuyKind kind, LispReader& reader);
+ virtual ~BadGuy();
- void action(double frame_ratio);
- void draw();
- std::string type() { return "BadGuy"; };
+ virtual void write(LispWriter& writer);
- void explode(BadGuy* badguy);
+ virtual void action(float frame_ratio);
+ virtual void draw(Camera& viewport, int layer);
+ virtual void collision(const MovingObject& other, int type);
void collision(void* p_c_object, int c_object,
CollisionType type = COLLISION_NORMAL);
*/
void kill_me(int score);
- /** remove ourself from the list of badguys. WARNING! This function will
- * invalidate all members. So don't do anything else with member after calling
- * this.
- */
- void remove_me();
- bool is_removable() const { return removable; }
-
private:
+ void init();
+
void action_mriceblock(double frame_ratio);
void action_jumpy(double frame_ratio);
void action_bomb(double frame_ratio);
void action_flyingsnowball(double frame_ratio);
void action_spiky(double frame_ratio);
void action_snowball(double frame_ratio);
+ void action_wingling(double frame_ratio);
+ void action_walkingtree(double frame_ratio);
+
+ /** initializes the badguy (when he appears on screen) */
+ void activate(Direction direction);
/** handles falling down. disables gravity calculation when we're back on
* ground */
/** let the player jump a bit (used when you hit a badguy) */
void make_player_jump(Player* player);
+ void explode();
+
/** check if we're running left or right in a wall and eventually change
* direction
*/
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) {}
-};
-
#endif /*SUPERTUX_BADGUY_H*/
/* Local Variables: */