X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fnolok_01.cpp;h=933a5d1dc5b9c48dfc1f483cd2e2606c601cf9f0;hb=908a780ca974cc9d8bf6c2815d9eec6e8ec25fbb;hp=1a5768fe6a34f28a8114b021581ba3f407e0d725;hpb=45d21c1c59a58aa557b62d3aa22ba89a975e323c;p=supertux.git diff --git a/src/badguy/nolok_01.cpp b/src/badguy/nolok_01.cpp index 1a5768fe6..933a5d1dc 100644 --- a/src/badguy/nolok_01.cpp +++ b/src/badguy/nolok_01.cpp @@ -7,11 +7,12 @@ #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, give multiple hitpoints, limit max number of snowballs -// Stop actions when pause button is hit (probably a general problem of timers) +//TODO: Create sprite, limit max number of snowballs Nolok_01::Nolok_01(const lisp::Lisp& reader) { reader.get("x", start_position.x); @@ -31,17 +32,19 @@ Nolok_01::Nolok_01(float pos_x, float pos_y) void Nolok_01::write(lisp::Writer& writer) { - writer.start_list("nolok01"); + writer.start_list("nolok_01"); 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; @@ -86,10 +89,16 @@ Nolok_01::active_action(float 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 (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; + } + return result; } HitResponse @@ -106,3 +115,19 @@ Nolok_01::collision_solid(GameObject& , const CollisionHit& hit) return CONTINUE; } +//TODO: Hitpoint count incorrect when combining squishing and shooting +void +Nolok_01::kill_fall() +{ + bullet_hitpoints--; + if (bullet_hitpoints <= 0) { + SoundManager::get()->play_sound(IDToSound(SND_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")); + } +} + +IMPLEMENT_FACTORY(Nolok_01, "nolok_01")