X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Froot.cpp;h=525468720748dfaf7121e90c65116dbebdf63f20;hb=8b8e1c3576cedddb1d88eafa5fd4804e8257793c;hp=77a220af56cb85b15c7bf533e01c766f4ba58214;hpb=9f9a92cd9d8433c6d4d63b0178fd038a95b9e1a1;p=supertux.git diff --git a/src/badguy/root.cpp b/src/badguy/root.cpp index 77a220af5..525468720 100644 --- a/src/badguy/root.cpp +++ b/src/badguy/root.cpp @@ -20,14 +20,22 @@ #include #include "root.hpp" +#include "sprite/sprite_manager.hpp" +#include "timer.hpp" -static const float SPEED = 5; +static const float SPEED_GROW = 256; +static const float SPEED_SHRINK = 128; +static const float HATCH_TIME = 0.75; Root::Root(const Vector& pos) - : BadGuy(pos, "images/creatures/ghosttree/root.sprite", LAYER_OBJECTS+20), - ypos(0), speed(-SPEED) + : BadGuy(pos, "images/creatures/ghosttree/root.sprite", LAYER_TILES-1), + mystate(STATE_APPEARING), offset_y(0) { - //ypos = sprite->get_height(); + base_sprite.reset(sprite_manager->create("images/creatures/ghosttree/root-base.sprite")); + base_sprite->set_action("appearing", 1); + base_sprite->set_animation_loops(1); // TODO: necessary because set_action ignores loops for default action + physic.enable_gravity(false); + set_colgroup_active(COLGROUP_TOUCHABLE); } Root::~Root() @@ -35,24 +43,51 @@ Root::~Root() } void -Root::activate() +Root::deactivate() { - set_pos(start_position + Vector(0, ypos)); - std::cout << "SetPos: " << get_pos() << "\n"; + remove_me(); } void Root::active_update(float elapsed_time) { - ypos += elapsed_time * speed; - if(ypos < 0) { - ypos = 0; - speed = -speed; + if (mystate == STATE_APPEARING) { + if (base_sprite->animation_done()) { + hatch_timer.start(HATCH_TIME); + mystate = STATE_HATCHING; + } } - if(speed > 0 && ypos > sprite->get_height()) { - remove_me(); + if (mystate == STATE_HATCHING) { + if (!hatch_timer.started()) mystate = STATE_GROWING; } - set_pos(start_position + Vector(0, ypos)); - std::cout << "SetPos: " << get_pos() << "\n"; + else if (mystate == STATE_GROWING) { + offset_y -= elapsed_time * SPEED_GROW; + if (offset_y < -sprite->get_height()) { + offset_y = -sprite->get_height(); + mystate = STATE_SHRINKING; + } + set_pos(start_position + Vector(0, offset_y)); + } + else if (mystate == STATE_SHRINKING) { + offset_y += elapsed_time * SPEED_SHRINK; + if (offset_y > 0) { + offset_y = 0; + mystate = STATE_VANISHING; + base_sprite->set_action("vanishing", 2); + base_sprite->set_animation_loops(2); // TODO: doesn't seem to work for loops=1 + } + set_pos(start_position + Vector(0, offset_y)); + } + else if (mystate == STATE_VANISHING) { + if (base_sprite->animation_done()) remove_me(); + } + BadGuy::active_update(elapsed_time); +} + +void +Root::draw(DrawingContext& context) +{ + base_sprite->draw(context, start_position, LAYER_TILES+1); + if ((mystate != STATE_APPEARING) && (mystate != STATE_VANISHING)) BadGuy::draw(context); }