X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=308e3e9b3c63b9c3db8cb39b7fb8b1fbc4f0ee7d;hb=4609eed50c3e363e0131f90d3c42f2689bc4cebf;hp=4a209783c62a70566c915b38eceaf8edb1f04e13;hpb=58bf708dc9f036b2c7d8d3edfdbfa62f0da3481a;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index 4a209783c..308e3e9b3 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -1,14 +1,36 @@ +// $Id$ +// +// SuperTux +// Copyright (C) 2005 Matthias Braun +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. #include -#include "badguy.h" -#include "object/camera.h" +#include "badguy.hpp" +#include "object/camera.hpp" +#include "object/tilemap.hpp" +#include "tile.hpp" +#include "statistics.hpp" static const float SQUISH_TIME = 2; static const float X_OFFSCREEN_DISTANCE = 1600; static const float Y_OFFSCREEN_DISTANCE = 1200; BadGuy::BadGuy() - : sprite(0), dir(LEFT), state(STATE_INIT) + : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT) { } @@ -25,14 +47,17 @@ BadGuy::draw(DrawingContext& context) if(state == STATE_INIT || state == STATE_INACTIVE) return; if(state == STATE_FALLING) { - sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP); + uint32_t old_effect = context.get_drawing_effect(); + context.set_drawing_effect(old_effect | VERTICAL_FLIP); + sprite->draw(context, get_pos(), LAYER_OBJECTS); + context.set_drawing_effect(old_effect); } else { sprite->draw(context, get_pos(), LAYER_OBJECTS); } } void -BadGuy::action(float elapsed_time) +BadGuy::update(float elapsed_time) { if(!Sector::current()->inside(bbox)) { remove_me(); @@ -44,11 +69,11 @@ BadGuy::action(float elapsed_time) switch(state) { case STATE_ACTIVE: - active_action(elapsed_time); + active_update(elapsed_time); break; case STATE_INIT: case STATE_INACTIVE: - inactive_action(elapsed_time); + inactive_update(elapsed_time); try_activate(); break; case STATE_SQUISHED: @@ -75,13 +100,13 @@ BadGuy::deactivate() } void -BadGuy::active_action(float elapsed_time) +BadGuy::active_update(float elapsed_time) { movement = physic.get_movement(elapsed_time); } void -BadGuy::inactive_action(float ) +BadGuy::inactive_update(float ) { } @@ -93,8 +118,16 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit) case STATE_INACTIVE: return ABORT_MOVE; case STATE_ACTIVE: { - if(other.get_flags() & FLAG_SOLID) - return collision_solid(other, hit); + TileMap* tilemap = dynamic_cast (&other); + if(tilemap != 0) { + const TilemapCollisionHit* thit + = static_cast (&hit); + if(thit->tileflags & Tile::SPIKE) + kill_fall(); + if(thit->tileflags & Tile::SOLID) + return collision_solid(other, hit); + return FORCE_MOVE; + } BadGuy* badguy = dynamic_cast (&other); if(badguy && badguy->state == STATE_ACTIVE) @@ -124,15 +157,20 @@ BadGuy::collision_solid(GameObject& , const CollisionHit& ) } HitResponse -BadGuy::collision_player(Player& player, const CollisionHit& hit) +BadGuy::collision_player(Player& player, const CollisionHit& ) { if(player.is_invincible()) { kill_fall(); return ABORT_MOVE; } - if(hit.normal.y > .9) { - if(collision_squished(player)) - return ABORT_MOVE; + // hit from above? + if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y < + (get_bbox().p1.y + get_bbox().p2.y) / 2) { + // if it's not is it possible to squish us, then this will hurt + if(!collision_squished(player)) + player.kill(Player::SHRINK); + + return FORCE_MOVE; } player.kill(Player::SHRINK); return FORCE_MOVE; @@ -153,20 +191,20 @@ BadGuy::collision_squished(Player& ) void BadGuy::kill_squished(Player& player) { - SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), - player.get_pos()); + sound_manager->play("sounds/squish.wav", get_pos()); physic.enable_gravity(true); physic.set_velocity_x(0); physic.set_velocity_y(0); set_state(STATE_SQUISHED); + global_stats.add_points(BADGUYS_KILLED_STAT, 1); player.bounce(*this); } void BadGuy::kill_fall() { - SoundManager::get()->play_sound(IDToSound(SND_FALL), this, - Sector::current()->player->get_pos()); + sound_manager->play("sounds/fall.wav", get_pos()); + global_stats.add_points(BADGUYS_KILLED_STAT, 1); physic.set_velocity_y(0); physic.enable_gravity(true); set_state(STATE_FALLING); @@ -190,7 +228,7 @@ BadGuy::set_state(State state) break; case STATE_INACTIVE: // was the badguy dead anyway? - if(laststate == STATE_SQUISHED || laststate == STATE_SQUISHED) { + if(laststate == STATE_SQUISHED || laststate == STATE_FALLING) { remove_me(); } flags |= FLAG_NO_COLLDET;