X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fnolok_01.cpp;h=045a507e0aeebc9c0a3c720e967ce8ee51209715;hb=eb87b07de097463cf91cf76be9bbc6b9fc0cad98;hp=b8499c5449e9bfd2f68516d433148655c2e71cdf;hpb=875ef8eb7e93726bc67dfa7f05da946250e588d4;p=supertux.git diff --git a/src/badguy/nolok_01.cpp b/src/badguy/nolok_01.cpp index b8499c544..045a507e0 100644 --- a/src/badguy/nolok_01.cpp +++ b/src/badguy/nolok_01.cpp @@ -1,3 +1,23 @@ +// $Id$ +// +// 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 "nolok_01.h" @@ -6,17 +26,17 @@ #define WALK_TIME 2.5 #define SHOOT_TIME 0.4 -#define JUMP_TIME 0.3 +#define JUMP_TIME 0.5 +#define INITIAL_HITPOINTS 3 +#define INITIAL_BULLET_HP 10 static const float WALKSPEED = 90; -//TODO: Create sprite, give multiple hitpoints, limit max number of snowballs -// Can only be killed when jumping, no idea why -// Stop actions when pause button is hit (probably a general problem of timers) -Nolok_01::Nolok_01(LispReader& reader) +//TODO: Create sprite, limit max number of snowballs +Nolok_01::Nolok_01(const lisp::Lisp& reader) { - reader.read_float("x", start_position.x); - reader.read_float("y", start_position.y); + reader.get("x", start_position.x); + reader.get("y", start_position.y); bbox.set_size(31.8, 63.8); sprite = sprite_manager->create("dummyguy"); } @@ -30,19 +50,21 @@ Nolok_01::Nolok_01(float pos_x, float pos_y) } void -Nolok_01::write(LispWriter& writer) +Nolok_01::write(lisp::Writer& writer) { - writer.start_list("nolok01"); + writer.start_list("nolok_01"); - writer.write_float("x", get_pos().x); - writer.write_float("y", get_pos().y); + writer.write_float("x", start_position.x); + writer.write_float("y", start_position.y); - writer.end_list("nolok01"); + writer.end_list("nolok_01"); } void Nolok_01::activate() { + //hitpoints = INITIAL_HITPOINTS; + //bullet_hitpoints = INITIAL_BULLET_HP; physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED); sprite->set_action(dir == LEFT ? "left" : "right"); action = WALKING; @@ -52,36 +74,53 @@ Nolok_01::activate() void Nolok_01::active_action(float elapsed_time) { - movement = physic.get_movement(elapsed_time); if (action_timer.check()) { - if (action == WALKING) { - physic.set_velocity_y(700); - action = JUMPING; - action_timer.start(JUMP_TIME); - } - else if (action == JUMPING) { + switch (action) { + case WALKING: + { + sprite->set_action("jump"); + physic.set_velocity_y(700); + action = JUMPING; + action_timer.start(JUMP_TIME); + break; + } + case JUMPING: + { sprite->set_action("throw"); action = SHOOTING; action_timer.start(SHOOT_TIME); - } - else if (action == SHOOTING) { + break; + } + case SHOOTING: + { Sector::current()->add_object(new BouncingSnowball(get_pos().x - 64, get_pos().y, LEFT)); Sector::current()->add_object(new BouncingSnowball(get_pos().x + 64, get_pos().y, RIGHT)); physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED); sprite->set_action(dir == LEFT ? "left" : "right"); action = WALKING; action_timer.start(WALK_TIME); + break; + } } } + movement = physic.get_movement(elapsed_time); } bool Nolok_01::collision_squished(Player& player) { - sprite->set_action("dead"); - kill_squished(player); - Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2")); - return true; + bool result = false; + player.bounce(*this); +#if 0 + if (hitpoints <= 0) { + bullet_hitpoints = 0; + sprite->set_action("dead"); + kill_squished(player); + Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2")); + result = true; + } +#endif + return result; } HitResponse @@ -98,3 +137,22 @@ Nolok_01::collision_solid(GameObject& , const CollisionHit& hit) return CONTINUE; } +//TODO: Hitpoint count incorrect when combining squishing and shooting +void +Nolok_01::kill_fall() +{ +#if 0 + bullet_hitpoints--; + if (bullet_hitpoints <= 0) { + hitpoints = 0; + sound_manager->play_sound("fall", this, + Sector::current()->player->get_pos()); + physic.set_velocity_y(0); + physic.enable_gravity(true); + set_state(STATE_FALLING); + Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2")); + } +#endif +} + +IMPLEMENT_FACTORY(Nolok_01, "nolok_01")