X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fzeekling.cpp;h=3d6ec901f45f0bac9943ac075032cabec42f5dd3;hb=2d1bc69993923150eb701d3cacb917ab4e23d5ef;hp=4d789433117d729013f0630bf6b495821748cc0d;hpb=2892ebda09d24c977547159e34abf0244884b89e;p=supertux.git diff --git a/src/badguy/zeekling.cpp b/src/badguy/zeekling.cpp index 4d7894331..3d6ec901f 100644 --- a/src/badguy/zeekling.cpp +++ b/src/badguy/zeekling.cpp @@ -2,7 +2,7 @@ // // Zeekling - flyer that swoops down when she spots the player // Copyright (C) 2005 Matthias Braun -// 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 @@ -26,15 +26,19 @@ #include "random_generator.hpp" Zeekling::Zeekling(const lisp::Lisp& reader) - : BadGuy(reader, "images/creatures/zeekling/zeekling.sprite") + : BadGuy(reader, "images/creatures/zeekling/zeekling.sprite"), last_player(0) { state = FLYING; + speed = systemRandom.rand(130, 171); + physic.enable_gravity(false); } Zeekling::Zeekling(const Vector& pos, Direction d) - : BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite") + : BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite"), last_player(0) { state = FLYING; + speed = systemRandom.rand(130, 171); + physic.enable_gravity(false); } void @@ -42,31 +46,29 @@ Zeekling::write(lisp::Writer& writer) { writer.start_list("zeekling"); - 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("zeekling"); } void -Zeekling::activate() +Zeekling::initialize() { - speed = systemRandom.rand(130, 171); physic.set_velocity_x(dir == LEFT ? -speed : speed); - physic.enable_gravity(false); sprite->set_action(dir == LEFT ? "left" : "right"); } bool -Zeekling::collision_squished(Player& player) +Zeekling::collision_squished(GameObject& object) { sprite->set_action(dir == LEFT ? "squished-left" : "squished-right"); - kill_squished(player); + kill_squished(object); kill_fall(); return true; } -void +void Zeekling::onBumpHorizontal() { if (state == FLYING) { dir = (dir == LEFT ? RIGHT : LEFT); @@ -89,7 +91,7 @@ Zeekling::onBumpHorizontal() { } } -void +void Zeekling::onBumpVertical() { if (state == FLYING) { physic.set_velocity_y(0); @@ -109,7 +111,7 @@ void Zeekling::collision_solid(const CollisionHit& hit) { if(hit.top || hit.bottom) { - onBumpVertical(); + onBumpVertical(); } else if(hit.left || hit.right) { onBumpHorizontal(); } @@ -118,46 +120,56 @@ Zeekling::collision_solid(const CollisionHit& hit) /** * linear prediction of player and badguy positions to decide if we should enter the DIVING state */ -bool +bool Zeekling::should_we_dive() { + const MovingObject* player = this->get_nearest_player(); - if (!player) return false; + if (player && last_player && (player == last_player)) { - const MovingObject* badguy = this; + // get positions, calculate movement + const Vector player_pos = player->get_pos(); + const Vector player_mov = (player_pos - last_player_pos); + const Vector self_pos = this->get_pos(); + const Vector self_mov = (self_pos - last_self_pos); - const Vector playerPos = player->get_pos(); - const Vector playerMov = player->get_movement(); + // new vertical speed to test with + float vy = 2*fabsf(self_mov.x); - const Vector badguyPos = badguy->get_pos(); - const Vector badguyMov = badguy->get_movement(); + // do not dive if we are not above the player + float height = player_pos.y - self_pos.y; + if (height <= 0) return false; - // new vertical speed to test with - float vy = -2*fabsf(badguyMov.x); + // do not dive if we are too far above the player + if (height > 512) return false; - // do not dive if we are not above the player - float height = playerPos.y - badguyPos.y; - if (height <= 0) return false; + // do not dive if we would not descend faster than the player + float relSpeed = vy - player_mov.y; + if (relSpeed <= 0) return false; - // do not dive if we would not descend faster than the player - float relSpeed = -vy + playerMov.y; - if (relSpeed <= 0) return false; + // guess number of frames to descend to same height as player + float estFrames = height / relSpeed; - // guess number of frames to descend to same height as player - float estFrames = height / relSpeed; - - // guess where the player would be at this time - float estPx = (playerPos.x + (estFrames * playerMov.x)); + // guess where the player would be at this time + float estPx = (player_pos.x + (estFrames * player_mov.x)); - // guess where we would be at this time - float estBx = (badguyPos.x + (estFrames * badguyMov.x)); + // guess where we would be at this time + float estBx = (self_pos.x + (estFrames * self_mov.x)); - // near misses are OK, too - if (fabsf(estPx - estBx) < 32) return true; + // near misses are OK, too + if (fabsf(estPx - estBx) < 8) return true; + } + + // update last player tracked, as well as our positions + last_player = player; + if (player) { + last_player_pos = player->get_pos(); + last_self_pos = this->get_pos(); + } return false; } -void +void Zeekling::active_update(float elapsed_time) { if (state == FLYING) { if (should_we_dive()) {