X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fnolok_01.cpp;h=b1e7c777d9fc4296fbc8c798c3a4ceb863141c27;hb=0222881aae90660c925ea2733cd8c80be7ac837b;hp=b1715515fe7510ed46d07a9282ff2bd3b7a77fc9;hpb=c0093d25093395cb62fc2526ab42be65a9f015b8;p=supertux.git diff --git a/src/badguy/nolok_01.cpp b/src/badguy/nolok_01.cpp index b1715515f..b1e7c777d 100644 --- a/src/badguy/nolok_01.cpp +++ b/src/badguy/nolok_01.cpp @@ -1,7 +1,7 @@ // $Id$ -// +// // SuperTux -// Copyright (C) 2005 Matthias Braun +// Copyright (C) 2006 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -12,17 +12,16 @@ // 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. +// 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/snail.hpp" +#include "trigger/door.hpp" #define WALK_TIME 2.5 #define SHOOT_TIME 0.4 @@ -34,19 +33,15 @@ static const float WALKSPEED = 90; //TODO: Create sprite, limit max number of snowballs Nolok_01::Nolok_01(const lisp::Lisp& reader) + : BadGuy(reader, "images/creatures/nolok/nolok.sprite") { - reader.get("x", start_position.x); - reader.get("y", start_position.y); - bbox.set_size(31.8, 63.8); - sprite = sprite_manager->create("dummyguy"); + countMe = false; } -Nolok_01::Nolok_01(float pos_x, float pos_y) +Nolok_01::Nolok_01(const Vector& pos) + : BadGuy(pos, "images/creatures/nolok/nolok.sprite") { - start_position.x = pos_x; - start_position.y = pos_y; - bbox.set_size(31.8, 63.8); - sprite = sprite_manager->create("dummyguy"); + countMe = false; } void @@ -63,8 +58,8 @@ Nolok_01::write(lisp::Writer& writer) void Nolok_01::activate() { - hitpoints = INITIAL_HITPOINTS; - bullet_hitpoints = INITIAL_BULLET_HP; + //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; @@ -72,14 +67,14 @@ Nolok_01::activate() } void -Nolok_01::active_action(float elapsed_time) +Nolok_01::active_update(float elapsed_time) { if (action_timer.check()) { switch (action) { case WALKING: { sprite->set_action("jump"); - physic.set_velocity_y(700); + physic.set_velocity_y(-700); action = JUMPING; action_timer.start(JUMP_TIME); break; @@ -93,8 +88,8 @@ 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 Snail(Vector(get_pos().x - 64, get_pos().y), LEFT)); + Sector::current()->add_object(new Snail(Vector(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; @@ -111,6 +106,7 @@ Nolok_01::collision_squished(Player& player) { bool result = false; player.bounce(*this); +#if 0 if (hitpoints <= 0) { bullet_hitpoints = 0; sprite->set_action("dead"); @@ -118,6 +114,7 @@ Nolok_01::collision_squished(Player& player) Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2")); result = true; } +#endif return result; } @@ -139,17 +136,18 @@ Nolok_01::collision_solid(GameObject& , const CollisionHit& hit) 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()); + sound_manager->play("sounds/fall.wav", this, + this->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")); } - std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl; +#endif } IMPLEMENT_FACTORY(Nolok_01, "nolok_01")