X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=755723b5f977ae0afd4a912970cff026680fb301;hb=7c2f8e23f9accd00bd9ee2319da8ab8aa341c7cf;hp=fa572a1d60e4fd81b11faaa8d80205970306bd73;hpb=4c9b57d29e67f9db5605f378549b07f670baa837;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index fa572a1d6..755723b5f 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -16,7 +16,6 @@ // 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.hpp" @@ -27,20 +26,43 @@ #include "game_session.hpp" #include "log.hpp" #include "level.hpp" +#include "object/bullet.hpp" +#include "main.hpp" static const float SQUISH_TIME = 2; static const float X_OFFSCREEN_DISTANCE = 1600; static const float Y_OFFSCREEN_DISTANCE = 1200; -BadGuy::BadGuy() - : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT) +BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) + : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), state(STATE_INIT) { - set_group(COLGROUP_DISABLED); + start_position = bbox.p1; + + sound_manager->preload("sounds/squish.wav"); + sound_manager->preload("sounds/fall.wav"); } -BadGuy::~BadGuy() +BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) + : MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(direction), start_dir(direction), state(STATE_INIT) { - delete sprite; + start_position = bbox.p1; + + sound_manager->preload("sounds/squish.wav"); + sound_manager->preload("sounds/fall.wav"); +} + +BadGuy::BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer) + : MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED), countMe(true), dir(LEFT), start_dir(AUTO), state(STATE_INIT) +{ + start_position = bbox.p1; + + std::string dir_str = "auto"; + reader.get("direction", dir_str); + start_dir = str2dir( dir_str ); + dir = start_dir; + + sound_manager->preload("sounds/squish.wav"); + sound_manager->preload("sounds/fall.wav"); } void @@ -53,10 +75,10 @@ BadGuy::draw(DrawingContext& context) if(state == STATE_FALLING) { DrawingEffect old_effect = context.get_drawing_effect(); context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP)); - sprite->draw(context, get_pos(), LAYER_OBJECTS); + sprite->draw(context, get_pos(), layer); context.set_drawing_effect(old_effect); } else { - sprite->draw(context, get_pos(), LAYER_OBJECTS); + sprite->draw(context, get_pos(), layer); } } @@ -68,6 +90,7 @@ BadGuy::update(float elapsed_time) return; } if(is_offscreen()) { + if (state == STATE_ACTIVE) deactivate(); set_state(STATE_INACTIVE); } @@ -93,6 +116,21 @@ BadGuy::update(float elapsed_time) } } +Direction +BadGuy::str2dir( std::string dir_str ) +{ + if( dir_str == "auto" ) + return AUTO; + if( dir_str == "left" ) + return LEFT; + if( dir_str == "right" ) + return RIGHT; + + //default to "auto" + log_warning << "Badguy::str2dir: unknown direction \"" << dir_str << "\"\n"; + return dir; +} + void BadGuy::activate() { @@ -139,13 +177,17 @@ BadGuy::collision(GameObject& other, const CollisionHit& hit) return collision_solid(other, hit); BadGuy* badguy = dynamic_cast (&other); - if(badguy && badguy->state == STATE_ACTIVE) + if(badguy && badguy->state == STATE_ACTIVE && badguy->get_group() == COLGROUP_MOVING) return collision_badguy(*badguy, hit); Player* player = dynamic_cast (&other); if(player) return collision_player(*player, hit); + Bullet* bullet = dynamic_cast (&other); + if(bullet) + return collision_bullet(*bullet, hit); + return FORCE_MOVE; } case STATE_SQUISHED: @@ -168,11 +210,6 @@ BadGuy::collision_solid(GameObject& , const CollisionHit& ) HitResponse BadGuy::collision_player(Player& player, const CollisionHit& ) { - if(player.is_invincible()) { - kill_fall(); - return ABORT_MOVE; - } - /* printf("PlayerHit: GT %3.1f PM: %3.1f %3.1f BM: %3.1f %3.1f Hit: %3.1f %3.1f\n", game_time, @@ -182,15 +219,18 @@ BadGuy::collision_player(Player& player, const CollisionHit& ) */ // 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(player.get_bbox().p2.y < (bbox.p1.y + 16)) { // if it's not possible to squish us, then this will hurt if(collision_squished(player)) return ABORT_MOVE; } - player.kill(Player::SHRINK); + if(player.is_invincible()) { + kill_fall(); + return ABORT_MOVE; + } + + player.kill(false); return FORCE_MOVE; } @@ -206,6 +246,13 @@ BadGuy::collision_squished(Player& ) return false; } +HitResponse +BadGuy::collision_bullet(Bullet& , const CollisionHit& ) +{ + kill_fall(); + return ABORT_MOVE; +} + void BadGuy::kill_squished(Player& player) { @@ -284,82 +331,44 @@ BadGuy::try_activate() /* Activate badguys if they're just around the screen to avoid * the effect of having badguys suddenly popping up from nowhere. */ - if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE && + //Badguy left of screen + if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE && start_position.x < scroll_x - bbox.get_width() && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) { - dir = RIGHT; + if (start_dir != AUTO) dir = start_dir; else dir = RIGHT; set_state(STATE_ACTIVE); activate(); - } else if (start_position.x > scroll_x && - start_position.x < scroll_x + X_OFFSCREEN_DISTANCE && + //Badguy right of screen + } else if (start_position.x > scroll_x + SCREEN_WIDTH && + start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) { - dir = LEFT; + if (start_dir != AUTO) dir = start_dir; else dir = LEFT; set_state(STATE_ACTIVE); activate(); + //Badguy over or under screen } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE && - start_position.x < scroll_x + X_OFFSCREEN_DISTANCE && - ((start_position.y > scroll_y && - start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) || - (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && - start_position.y < scroll_y))) { - dir = start_position.x < scroll_x ? RIGHT : LEFT; - set_state(STATE_ACTIVE); - activate(); + start_position.x < scroll_x + X_OFFSCREEN_DISTANCE && + ((start_position.y > scroll_y + SCREEN_HEIGHT && + start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) || + (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && + start_position.y < scroll_y - bbox.get_height() ))) { + if (start_dir != AUTO) dir = start_dir; else dir = start_position.x < scroll_x ? RIGHT : LEFT; + set_state(STATE_ACTIVE); + activate(); } else if(state == STATE_INIT && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) { - dir = LEFT; + if (start_dir != AUTO) dir = start_dir; else dir = LEFT; set_state(STATE_ACTIVE); activate(); } } bool -BadGuy::may_fall_off_platform() -{ - int tile_x, tile_y; - // First, let's say the badguy moves 32 units in the - // direction it's heading, so do some voodoo maths magic - // to determine its future position. - Vector pos; - if (dir == LEFT) - pos = Vector(bbox.p1.x - 32.f, bbox.p2.y); - else - pos = Vector(bbox.p2.x, bbox.p2.y); - - // Now, snap the badguy's X coordinate to the 32x32/cell grid. - if (dir == LEFT) // use the ceiling - tile_x = (int)ceilf(pos.x/32.0f); - else // use the floor - tile_x = (int)floorf(pos.x/32.0f); - - // We might be falling down, so use the ceiling to round upward and - // get the lower position. (Positive Y goes downward.) - tile_y = (int)ceilf(pos.y/32.0f); - -#if defined(DEBUG_STAY_ON_PLATFORM) - // Draw! - GameSession::current()->context->draw_filled_rect(Vector(tile_x*32.0f, tile_y*32.0f), Vector(32.f, 32.f), Color(1.f, 0.f, 0.f), 999); -#endif - - // Now, if the badguy intersects with a tile, he won't fall off. - // If he doesn't intersect, he probably will. - // Note that the tile's Y coordinate is offset by +1 from the object's Y. - if (Sector::current()->solids->get_tile(tile_x, tile_y)->getAttributes() & FLAG_SOLID) - { - // It's a solid tile. Good. - return false; - } - - // Watch out there buddy, you might take a sticky end! - return true; -} - -bool BadGuy::might_fall(int height) { // make sure we check for at least a 1-pixel fall