X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fstalactite.cpp;h=f810d7c0d12a0037ea5b28eb6de56a0827f5dfed;hb=2ad3ecbc14b77d373c796ad04d6389489666cc01;hp=33a1606462944111515ddcba59d47674867622e5;hpb=78e9b27b7059c9b9b16a7f871ab71f751ec75323;p=supertux.git diff --git a/src/badguy/stalactite.cpp b/src/badguy/stalactite.cpp index 33a160646..f810d7c0d 100644 --- a/src/badguy/stalactite.cpp +++ b/src/badguy/stalactite.cpp @@ -20,24 +20,31 @@ #include #include "stalactite.hpp" + #include "random_generator.hpp" +#include "lisp/writer.hpp" +#include "object_factory.hpp" +#include "object/player.hpp" +#include "sprite/sprite.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; + set_colgroup_active(COLGROUP_TOUCHABLE); } void Stalactite::write(lisp::Writer& writer) { writer.start_list("stalactite"); - 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("stalactite"); } @@ -47,9 +54,10 @@ 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; } @@ -58,6 +66,7 @@ Stalactite::active_update(float elapsed_time) if(timer.check()) { state = STALACTITE_FALLING; physic.enable_gravity(true); + set_colgroup_active(COLGROUP_MOVING); } } else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) { movement = physic.get_movement(elapsed_time); @@ -66,26 +75,29 @@ Stalactite::active_update(float elapsed_time) } } -HitResponse -Stalactite::collision_solid(GameObject& , const CollisionHit& hit) +void +Stalactite::squish() +{ + 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 && state != STALACTITE_SQUISHED) - return FORCE_MOVE; - - if(hit.normal.y < .9) { // hit floor? - state = STALACTITE_SQUISHED; - set_group(COLGROUP_MOVING_ONLY_STATIC); + 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 +106,27 @@ 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; + + // ignore other Stalactites + if (dynamic_cast(&other)) return FORCE_MOVE; + + if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit); + + if (other.is_freezable()) { + other.freeze(); + } else { + other.kill_fall(); + } + + remove_me(); + + return FORCE_MOVE; +} + void Stalactite::kill_fall() { @@ -104,11 +137,17 @@ 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); } }