X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Ffish.cpp;h=93898d476823c8ea8fc21e97971bd5febc0464aa;hb=7a6f00e27bdc0aac2107506c3b00cbf0bf1cccc5;hp=850d0a6f202efb2ca05384dc340041f536c3f983;hpb=ca1055d3c0b7edc94dbb0a7c7982f044f85fff3c;p=supertux.git diff --git a/src/badguy/fish.cpp b/src/badguy/fish.cpp index 850d0a6f2..93898d476 100644 --- a/src/badguy/fish.cpp +++ b/src/badguy/fish.cpp @@ -24,7 +24,7 @@ #include "object/tilemap.hpp" #include "log.hpp" -static const float FISH_JUMP_POWER = 600; +static const float FISH_JUMP_POWER = -600; static const float FISH_WAIT_TIME = 1; Fish::Fish(const lisp::Lisp& reader) @@ -50,10 +50,10 @@ Fish::write(lisp::Writer& writer) writer.end_list("fish"); } -HitResponse -Fish::collision_solid(GameObject& , const CollisionHit& chit) +void +Fish::collision_solid(const CollisionHit& chit) { - return hit(chit); + hit(chit); } HitResponse @@ -72,9 +72,9 @@ Fish::draw(DrawingContext& context) } HitResponse -Fish::hit(const CollisionHit& chit) +Fish::hit(const CollisionHit& hit) { - if(chit.normal.y < .5) { // hit ceiling + if(hit.top) { physic.set_velocity_y(0); } @@ -84,14 +84,15 @@ Fish::hit(const CollisionHit& chit) void Fish::collision_tile(uint32_t tile_attributes) { - if ((tile_attributes & Tile::WATER) && (physic.get_velocity_y() <= 0)) { + if ((tile_attributes & Tile::WATER) && (physic.get_velocity_y() >= 0)) { // initialize stop position if uninitialized if (stop_y == 0) stop_y = get_pos().y + get_bbox().get_height(); // stop when we have reached the stop position if (get_pos().y >= stop_y) { - start_waiting(); + if(!frozen) + start_waiting(); movement = Vector(0, 0); } @@ -107,10 +108,11 @@ Fish::active_update(float elapsed_time) if(waiting.check()) { jump(); } - + // set sprite - sprite->set_action(physic.get_velocity_y() > 0 ? "normal" : "down"); - + if(!frozen) + sprite->set_action(physic.get_velocity_y() < 0 ? "normal" : "down"); + // we can't afford flying out of the tilemap, 'cause the engine would remove us. if ((get_pos().y - 31.8) < 0) // too high, let us fall { @@ -123,7 +125,7 @@ void Fish::start_waiting() { waiting.start(FISH_WAIT_TIME); - set_group(COLGROUP_DISABLED); + set_colgroup_active(COLGROUP_DISABLED); physic.enable_gravity(false); physic.set_velocity_y(0); } @@ -133,7 +135,28 @@ Fish::jump() { physic.set_velocity_y(FISH_JUMP_POWER); physic.enable_gravity(true); - set_group(COLGROUP_MOVING); + set_colgroup_active(COLGROUP_MOVING); +} + +void +Fish::freeze() +{ + BadGuy::freeze(); + sprite->set_action(physic.get_velocity_y() < 0 ? "iced" : "iced-down"); + waiting.stop(); +} + +void +Fish::unfreeze() +{ // does this happen at all? (or do fishes die when they fall frozen?) + BadGuy::unfreeze(); + start_waiting(); +} + +bool +Fish::is_freezable() const +{ + return true; } IMPLEMENT_FACTORY(Fish, "fish")