X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fskullyhop.cpp;h=258adec212d30fe56a16e1a4bcad557694f2ec2a;hb=788a9153f60fb3d25a52fd184387ebbde7636719;hp=a5ba2caf04a54400c3f5cc0f35c7bf8e8f716cb8;hpb=7c2f8e23f9accd00bd9ee2319da8ab8aa341c7cf;p=supertux.git diff --git a/src/badguy/skullyhop.cpp b/src/badguy/skullyhop.cpp index a5ba2caf0..258adec21 100644 --- a/src/badguy/skullyhop.cpp +++ b/src/badguy/skullyhop.cpp @@ -1,7 +1,7 @@ // $Id$ // // SkullyHop - A Hopping Skull -// Copyright (C) 2006 Christoph Sommer +// Copyright (C) 2006 Christoph Sommer // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -21,35 +21,42 @@ #include "skullyhop.hpp" #include "random_generator.hpp" +#include "lisp/writer.hpp" +#include "object_factory.hpp" +#include "audio/sound_manager.hpp" +#include "sprite/sprite.hpp" namespace { const float VERTICAL_SPEED = -450; /**< y-speed when jumping */ const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */ - const float MIN_RECOVER_TIME = 0.1; /**< minimum time to stand still before starting a (new) jump */ - const float MAX_RECOVER_TIME = 1.0; /**< maximum time to stand still before starting a (new) jump */ + const float MIN_RECOVER_TIME = 0.1f; /**< minimum time to stand still before starting a (new) jump */ + const float MAX_RECOVER_TIME = 1.0f; /**< maximum time to stand still before starting a (new) jump */ + static const std::string HOP_SOUND = "sounds/hop.ogg"; } SkullyHop::SkullyHop(const lisp::Lisp& reader) - : BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite") + : BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite") { + sound_manager->preload( HOP_SOUND ); } SkullyHop::SkullyHop(const Vector& pos, Direction d) - : BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite") + : BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite") { + sound_manager->preload( HOP_SOUND ); } void SkullyHop::write(lisp::Writer& writer) { writer.start_list("skullyhop"); - writer.write_float("x", start_position.x); - writer.write_float("y", start_position.y); + writer.write("x", start_position.x); + writer.write("y", start_position.y); writer.end_list("skullyhop"); } void -SkullyHop::activate() +SkullyHop::initialize() { // initial state is JUMPING, because we might start airborne state = JUMPING; @@ -74,50 +81,56 @@ SkullyHop::set_state(SkullyHopState newState) sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right"); physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED); physic.set_velocity_y(VERTICAL_SPEED); + sound_manager->play( HOP_SOUND, get_pos()); } state = newState; } bool -SkullyHop::collision_squished(Player& player) +SkullyHop::collision_squished(GameObject& object) { sprite->set_action(dir == LEFT ? "squished-left" : "squished-right"); - kill_squished(player); + kill_squished(object); return true; } -HitResponse -SkullyHop::collision_solid(GameObject& , const CollisionHit& hit) +void +SkullyHop::collision_solid(const CollisionHit& hit) { + // just default behaviour (i.e. stop at floor/walls) when squished + if (BadGuy::get_state() == STATE_SQUISHED) { + BadGuy::collision_solid(hit); + } + // ignore collisions while standing still - if(state != JUMPING) return CONTINUE; + if(state != JUMPING) + return; // check if we hit the floor while falling - if ((hit.normal.y < 0) && (physic.get_velocity_y() > 0)) { + if(hit.bottom && physic.get_velocity_y() > 0 ) { set_state(STANDING); } - // check if we hit the roof while climbing - if ((hit.normal.y > 0) && (physic.get_velocity_y() < 0)) { + if(hit.top) { physic.set_velocity_y(0); } // check if we hit left or right while moving in either direction - if ((hit.normal.x != 0) && (physic.get_velocity_x() != 0)) { + if(hit.left || hit.right) { dir = dir == LEFT ? RIGHT : LEFT; sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right"); physic.set_velocity_x(-0.25*physic.get_velocity_x()); } - - return CONTINUE; } HitResponse -SkullyHop::collision_badguy(BadGuy& badguy, const CollisionHit& hit) +SkullyHop::collision_badguy(BadGuy& , const CollisionHit& hit) { // behaviour for badguy collisions is the same as for collisions with solids - return collision_solid(badguy, hit); + collision_solid(hit); + + return CONTINUE; } void @@ -135,7 +148,7 @@ SkullyHop::active_update(float elapsed_time) if ((state == CHARGING) && (sprite->animation_done())) { set_state(JUMPING); return; - } + } } IMPLEMENT_FACTORY(SkullyHop, "skullyhop")