X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fnolok_01.cpp;h=513f22af17ff505dc31a59b11be8197120bf7970;hb=5c14f6f384eff76491d494b4c157abf2ff776d49;hp=7d66504f9b1bcb760e434991d7892cb563490f8e;hpb=a5ab1a8288fa772240960e05de7b0481bd1203d2;p=supertux.git diff --git a/src/badguy/nolok_01.cpp b/src/badguy/nolok_01.cpp index 7d66504f9..513f22af1 100644 --- a/src/badguy/nolok_01.cpp +++ b/src/badguy/nolok_01.cpp @@ -1,24 +1,44 @@ +// $Id$ +// +// 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" -#include "badguy/bouncing_snowball.h" -#include "trigger/door.h" +#include "nolok_01.hpp" +#include "badguy/snowsnail.hpp" +#include "trigger/door.hpp" #define WALK_TIME 2.5 #define SHOOT_TIME 0.4 #define JUMP_TIME 0.5 #define INITIAL_HITPOINTS 3 +#define INITIAL_BULLET_HP 10 static const float WALKSPEED = 90; //TODO: Create sprite, limit max number of snowballs -// Stop actions when pause button is hit (probably a general problem of timers) Nolok_01::Nolok_01(const lisp::Lisp& reader) { reader.get("x", start_position.x); reader.get("y", start_position.y); bbox.set_size(31.8, 63.8); - sprite = sprite_manager->create("dummyguy"); + sprite = sprite_manager->create("images/creatures/nolok/nolok.sprite"); + countMe = false; } Nolok_01::Nolok_01(float pos_x, float pos_y) @@ -26,7 +46,8 @@ Nolok_01::Nolok_01(float pos_x, float pos_y) start_position.x = pos_x; start_position.y = pos_y; bbox.set_size(31.8, 63.8); - sprite = sprite_manager->create("dummyguy"); + sprite = sprite_manager->create("images/creatures/nolok/nolok.sprite"); + countMe = false; } void @@ -43,7 +64,8 @@ Nolok_01::write(lisp::Writer& writer) void Nolok_01::activate() { - hitpoints = INITIAL_HITPOINTS; + //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; @@ -51,7 +73,7 @@ Nolok_01::activate() } void -Nolok_01::active_action(float elapsed_time) +Nolok_01::active_update(float elapsed_time) { if (action_timer.check()) { switch (action) { @@ -72,8 +94,8 @@ Nolok_01::active_action(float elapsed_time) } 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)); + Sector::current()->add_object(new SnowSnail(get_pos().x - 64, get_pos().y, LEFT)); + Sector::current()->add_object(new SnowSnail(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; @@ -90,12 +112,15 @@ Nolok_01::collision_squished(Player& player) { 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; } @@ -113,4 +138,22 @@ 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("sounds/fall.wav", 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")