extern texture_type img_bsod_left[4];
extern texture_type img_bsod_right[4];
-extern texture_type img_laptop_left[3];
+extern texture_type img_laptop_left[4];
extern texture_type img_money_left[2];
/* Enemy modes: */
BOMB_EXPLODE,
STALACTITE_SHAKING,
- STALACTITE_FALL
+ STALACTITE_FALL,
+
+ FISH_WAIT,
+
+ FLY_UP,
+ FLY_DOWN
};
/* Bad guy kinds: */
BAD_MRBOMB,
BAD_BOMB,
BAD_STALACTITE,
- BAD_FLAME
+ BAD_FLAME,
+ BAD_FISH,
+ BAD_BOUNCINGSNOWBALL,
+ BAD_FLYINGSNOWBALL,
+ BAD_SPIKY,
+ BAD_SNOWBALL
};
BadGuyKind badguykind_from_string(const std::string& str);
/* Badguy type: */
class BadGuy
{
- public:
- int mode;
+public:
DyingType dying;
+ base_type base;
BadGuyKind kind;
- bool seen;
+ int mode;
int dir;
- base_type base;
+
+private:
+ bool seen;
base_type old_base;
- timer_type timer;
- physic_type physic;
+ Timer timer;
+ Physic physic;
- public:
+ texture_type* texture_left;
+ texture_type* texture_right;
+ int animation_offset;
+ size_t animation_length;
+ float animation_speed;
+
+public:
void init(float x, float y, BadGuyKind kind);
- void action();
+ void action(float frame_ratio);
void draw();
void collision(void* p_c_object, int c_object,
CollisionType type = COLLISION_NORMAL);
-
- private:
- void fall(bool dojump=false);
- void remove_me();
-
- void action_bsod();
- void draw_bsod();
-
- void action_laptop();
- void draw_laptop();
-
- void action_money();
- void draw_money();
-
- void action_bomb();
- void draw_bomb();
-
- void action_mrbomb();
- void draw_mrbomb();
-
- void action_stalactite();
- void draw_stalactite();
-
- void action_flame();
- void draw_flame();
+ /** this functions tries to kill the badguy and lets him fall off the
+ * screen. Some badguys like the flame might ignore this.
+ */
+ void kill_me();
+
+private:
+ void action_bsod(float frame_ratio);
+ void action_laptop(float frame_ratio);
+ void action_money(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);
+
+ /** handles falling down. disables gravity calculation when we're back on
+ * ground */
+ void fall();
+ /** 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();
+ /** let the player jump a bit (used when you hit a badguy) */
void make_player_jump(Player* player);
+ /** check if we're running left or right in a wall and eventually change
+ * direction
+ */
void check_horizontal_bump(bool checkcliff = false);
+ /** called when we're bumped from below with a block */
void bump();
- void squich(Player* player);
+ /** called when a player jumped on the badguy from above */
+ 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_texture(texture_type* left, texture_type* right,
+ int animlength = 1, float animspeed = 1);
};
#endif /*SUPERTUX_BADGUY_H*/