X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fzeekling.cpp;h=9030ec9b01c50b0f6ea086cb8d8bc9c304f2545c;hb=07ddaed2a657e4d2a3d038fed223fc5827159caf;hp=41c45903e315a2670a20b823b1fc737eb7ca1e3e;hpb=354da395bda1f813280b26cc8d0c0547bf187c7d;p=supertux.git diff --git a/src/badguy/zeekling.cpp b/src/badguy/zeekling.cpp index 41c45903e..9030ec9b0 100644 --- a/src/badguy/zeekling.cpp +++ b/src/badguy/zeekling.cpp @@ -1,7 +1,8 @@ // $Id$ -// -// SuperTux +// +// Zeekling - flyer that swoops down when she spots the player // Copyright (C) 2005 Matthias Braun +// 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 @@ -12,26 +13,25 @@ // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. -// +// // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. #include +#include -#include "zeekling.h" - -static const float SPEED = 150; +#include "zeekling.hpp" -//TODO: Make the Zeekling behave more interesting Zeekling::Zeekling(const lisp::Lisp& reader) { reader.get("x", start_position.x); reader.get("y", start_position.y); bbox.set_size(31.8, 31.8); - sprite = sprite_manager->create("zeekling"); + sprite = sprite_manager->create("images/creatures/zeekling/zeekling.sprite"); set_direction = false; + state = FLYING; } Zeekling::Zeekling(float pos_x, float pos_y, Direction d) @@ -39,9 +39,10 @@ Zeekling::Zeekling(float pos_x, float pos_y, Direction d) start_position.x = pos_x; start_position.y = pos_y; bbox.set_size(63.8, 50.8); - sprite = sprite_manager->create("zeekling"); + sprite = sprite_manager->create("images/creatures/zeekling/zeekling.sprite"); set_direction = true; initial_direction = d; + state = FLYING; } void @@ -58,8 +59,9 @@ Zeekling::write(lisp::Writer& writer) void Zeekling::activate() { + speed = 130 + (rand() % 41); if (set_direction) {dir = initial_direction;} - physic.set_velocity_x(dir == LEFT ? -SPEED : SPEED); + physic.set_velocity_x(dir == LEFT ? -speed : speed); physic.enable_gravity(false); sprite->set_action(dir == LEFT ? "left" : "right"); } @@ -73,18 +75,123 @@ Zeekling::collision_squished(Player& player) return true; } -HitResponse -Zeekling::collision_solid(GameObject& , const CollisionHit& hit) -{ - if(fabsf(hit.normal.y) > .5) { // hit floor or roof? +void +Zeekling::onBumpHorizontal() { + if (state == FLYING) { + dir = (dir == LEFT ? RIGHT : LEFT); + sprite->set_action(dir == LEFT ? "left" : "right"); + physic.set_velocity_x(dir == LEFT ? -speed : speed); + } else + if (state == DIVING) { + dir = (dir == LEFT ? RIGHT : LEFT); + state = FLYING; + sprite->set_action(dir == LEFT ? "left" : "right"); + physic.set_velocity_x(dir == LEFT ? -speed : speed); physic.set_velocity_y(0); - } else { // hit right or left + } else + if (state == CLIMBING) { dir = (dir == LEFT ? RIGHT : LEFT); sprite->set_action(dir == LEFT ? "left" : "right"); - physic.set_velocity_x(dir == LEFT ? -SPEED : SPEED); + physic.set_velocity_x(dir == LEFT ? -speed : speed); + } +} + +void +Zeekling::onBumpVertical() { + if (state == FLYING) { + physic.set_velocity_y(0); + } else + if (state == DIVING) { + state = CLIMBING; + physic.set_velocity_y(speed); + sprite->set_action(dir == LEFT ? "left" : "right"); + } else + if (state == CLIMBING) { + state = FLYING; + physic.set_velocity_y(0); + } +} + +HitResponse +Zeekling::collision_solid(GameObject& , const CollisionHit& hit) +{ + if(fabsf(hit.normal.y) > .5) { + onBumpVertical(); + } else { + onBumpHorizontal(); } return CONTINUE; } +/** + * linear prediction of player and badguy positions to decide if we should enter the DIVING state + */ +bool +Zeekling::should_we_dive() { + const MovingObject* player = this->get_nearest_player(); + if (!player) return false; + + const MovingObject* badguy = this; + + const Vector playerPos = player->get_pos(); + const Vector playerMov = player->get_movement(); + + const Vector badguyPos = badguy->get_pos(); + const Vector badguyMov = badguy->get_movement(); + + // new vertical speed to test with + float vy = -2*fabsf(badguyMov.x); + + // 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 + playerMov.y; + if (relSpeed <= 0) return false; + + // 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 we would be at this time + float estBx = (badguyPos.x + (estFrames * badguyMov.x)); + + // near misses are OK, too + if (fabsf(estPx - estBx) < 32) return true; + + return false; +} + +void +Zeekling::active_update(float elapsed_time) { + BadGuy::active_update(elapsed_time); + + if (state == FLYING) { + if (should_we_dive()) { + state = DIVING; + physic.set_velocity_y(-2*fabsf(physic.get_velocity_x())); + sprite->set_action(dir == LEFT ? "diving-left" : "diving-right"); + } + return; + } + + if (state == DIVING) { + return; + } + + if (state == CLIMBING) { + // stop climbing when we're back at initial height + if (get_pos().y <= start_position.y) { + state = FLYING; + physic.set_velocity_y(0); + } + return; + } + +} + IMPLEMENT_FACTORY(Zeekling, "zeekling")