X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fstalactite.cpp;h=dad7103b41fa762a6fb5a83a21225b491fe09b81;hb=198f758764fff064a47630b5d0f1e3d6aabe95a8;hp=33a1606462944111515ddcba59d47674867622e5;hpb=78e9b27b7059c9b9b16a7f871ab71f751ec75323;p=supertux.git diff --git a/src/badguy/stalactite.cpp b/src/badguy/stalactite.cpp index 33a160646..dad7103b4 100644 --- a/src/badguy/stalactite.cpp +++ b/src/badguy/stalactite.cpp @@ -22,12 +22,13 @@ #include "stalactite.hpp" #include "random_generator.hpp" -static const int SHAKE_RANGE = 40; -static const float SHAKE_TIME = .8; +static const int SHAKE_RANGE_X = 40; +static const float SHAKE_TIME = .8f; static const float SQUISH_TIME = 2; +static const float SHAKE_RANGE_Y = 400; Stalactite::Stalactite(const lisp::Lisp& lisp) - : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite"), state(STALACTITE_HANGING) + : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING) { countMe = false; } @@ -47,9 +48,10 @@ Stalactite::active_update(float elapsed_time) if(state == STALACTITE_HANGING) { Player* player = this->get_nearest_player(); if (player) { - if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE - && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE - && player->get_bbox().p2.y > bbox.p1.y) { + if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X + && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X + && player->get_bbox().p2.y > bbox.p1.y + && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) { timer.start(SHAKE_TIME); state = STALACTITE_SHAKING; } @@ -66,26 +68,29 @@ Stalactite::active_update(float elapsed_time) } } -HitResponse -Stalactite::collision_solid(GameObject& , const CollisionHit& hit) +void +Stalactite::squish() { - if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED) - return FORCE_MOVE; - - if(hit.normal.y < .9) { // hit floor? - state = STALACTITE_SQUISHED; - set_group(COLGROUP_MOVING_ONLY_STATIC); + state = STALACTITE_SQUISHED; + set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC); + sprite->set_action("squished"); + if(!timer.started()) + timer.start(SQUISH_TIME); +} + +void +Stalactite::collision_solid(const CollisionHit& hit) +{ + if(state == STALACTITE_FALLING) { + if (hit.bottom) squish(); + } + if(state == STALACTITE_SQUISHED) { physic.set_velocity_y(0); - sprite->set_action("squished"); - if(!timer.started()) - timer.start(SQUISH_TIME); } - - return CONTINUE; } HitResponse -Stalactite::collision_player(Player& player, const CollisionHit& ) +Stalactite::collision_player(Player& player) { if(state != STALACTITE_SQUISHED) { player.kill(false); @@ -94,6 +99,26 @@ Stalactite::collision_player(Player& player, const CollisionHit& ) return FORCE_MOVE; } +HitResponse +Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit) +{ + if (state == STALACTITE_SQUISHED) return FORCE_MOVE; + if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit); + + // ignore other Stalactites + if (dynamic_cast(&other)) return FORCE_MOVE; + + if (other.is_freezable()) { + other.freeze(); + } else { + other.kill_fall(); + } + + remove_me(); + + return FORCE_MOVE; +} + void Stalactite::kill_fall() { @@ -104,11 +129,17 @@ Stalactite::draw(DrawingContext& context) { if(get_state() != STATE_ACTIVE) return; - + + + if(state == STALACTITE_SQUISHED) { + sprite->draw(context, get_pos(), LAYER_OBJECTS); + return; + } + if(state == STALACTITE_SHAKING) { - sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), LAYER_OBJECTS); + sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), layer); } else { - sprite->draw(context, get_pos(), LAYER_OBJECTS); + sprite->draw(context, get_pos(), layer); } }