#include "sprite/sprite_manager.hpp"
#include "root.hpp"
#include "random_generator.hpp"
+#include "object/lantern.hpp"
static const size_t WILLOWISP_COUNT = 10;
-static const float ROOT_TOP_OFFSET = -64;
-static const Vector SUCK_TARGET_OFFSET = Vector(-32,72);
-static const float SUCK_TARGET_SPREAD = 16;
+static const float ROOT_TOP_OFFSET = 64;
+static const float WILLOWISP_TOP_OFFSET = -64;
+static const Vector SUCK_TARGET_OFFSET = Vector(-16,-16);
+static const float SUCK_TARGET_SPREAD = 8;
GhostTree::GhostTree(const lisp::Lisp& lisp)
: BadGuy(lisp, "images/creatures/ghosttree/ghosttree.sprite",
- LAYER_OBJECTS - 10),
+ LAYER_OBJECTS - 10), mystate(STATE_IDLE),
willo_spawn_y(0), willo_radius(200), willo_speed(1.8f), willo_color(0),
- treecolor(0)
+ treecolor(0), suck_lantern(0)
{
glow_sprite.reset(sprite_manager->create("images/creatures/ghosttree/ghosttree-glow.sprite"));
}
void
GhostTree::die()
{
+ mystate = STATE_DYING;
sprite->set_action("dying", 1);
glow_sprite->set_action("dying", 1);
willowisp_timer.start(1.0f, true);
colorchange_timer.start(13, true);
root_timer.start(5, true);
- set_group(COLGROUP_DISABLED);
+ set_group(COLGROUP_TOUCHABLE);
}
void
{
(void) elapsed_time;
- if(colorchange_timer.check()) {
- sound_manager->play("sounds/tree_howling.ogg", get_pos());
- suck_timer.start(3);
- treecolor = (treecolor + 1) % 3;
-
- Color col;
- switch(treecolor) {
- case 0: col = Color(1, 0, 0); break;
- case 1: col = Color(0, 1, 0); break;
- case 2: col = Color(0, 0, 1); break;
- case 3: col = Color(1, 1, 0); break;
- case 4: col = Color(1, 0, 1); break;
- case 5: col = Color(0, 1, 1); break;
- default: assert(false);
+ if (mystate == STATE_IDLE) {
+ if(colorchange_timer.check()) {
+ sound_manager->play("sounds/tree_howling.ogg", get_pos());
+ suck_timer.start(3);
+ treecolor = (treecolor + 1) % 3;
+
+ Color col;
+ switch(treecolor) {
+ case 0: col = Color(1, 0, 0); break;
+ case 1: col = Color(0, 1, 0); break;
+ case 2: col = Color(0, 0, 1); break;
+ case 3: col = Color(1, 1, 0); break;
+ case 4: col = Color(1, 0, 1); break;
+ case 5: col = Color(0, 1, 1); break;
+ default: assert(false);
+ }
+ glow_sprite->set_color(col);
}
- glow_sprite->set_color(col);
- }
- if(suck_timer.check()) {
- Color col = glow_sprite->get_color();
- sound_manager->play("sounds/tree_suck.ogg", get_pos());
- std::vector<TreeWillOWisp*>::iterator iter;
- for(iter = willowisps.begin(); iter != willowisps.end(); ++iter) {
- TreeWillOWisp *willo = *iter;
- if(willo->get_color() == col) {
- willo->start_sucking(get_bbox().get_middle() + SUCK_TARGET_OFFSET + Vector(systemRandom.randf(-SUCK_TARGET_SPREAD, SUCK_TARGET_SPREAD), systemRandom.randf(-SUCK_TARGET_SPREAD, SUCK_TARGET_SPREAD)));
+ if(suck_timer.check()) {
+ Color col = glow_sprite->get_color();
+ sound_manager->play("sounds/tree_suck.ogg", get_pos());
+ std::vector<TreeWillOWisp*>::iterator iter;
+ for(iter = willowisps.begin(); iter != willowisps.end(); ++iter) {
+ TreeWillOWisp *willo = *iter;
+ if(willo->get_color() == col) {
+ willo->start_sucking(get_bbox().get_middle() + SUCK_TARGET_OFFSET + Vector(systemRandom.randf(-SUCK_TARGET_SPREAD, SUCK_TARGET_SPREAD), systemRandom.randf(-SUCK_TARGET_SPREAD, SUCK_TARGET_SPREAD)));
+ }
}
+ mystate = STATE_SUCKING;
}
- }
-
- if(willowisp_timer.check()) {
- if(willowisps.size() < WILLOWISP_COUNT) {
- Vector pos = Vector(bbox.get_width() / 2, bbox.get_height() / 2 + willo_spawn_y);
- TreeWillOWisp *willowisp
- = new TreeWillOWisp(this, pos, 200 + willo_radius, willo_speed);
- Sector::current()->add_object(willowisp);
- willowisps.push_back(willowisp);
-
- willo_spawn_y -= 40;
- if(willo_spawn_y < -160)
- willo_spawn_y = 0;
-
- willo_radius += 20;
- if(willo_radius > 120)
- willo_radius = 0;
+ if(willowisp_timer.check()) {
+ if(willowisps.size() < WILLOWISP_COUNT) {
+ Vector pos = Vector(bbox.get_width() / 2, bbox.get_height() / 2 + willo_spawn_y + WILLOWISP_TOP_OFFSET);
+ TreeWillOWisp *willowisp
+ = new TreeWillOWisp(this, pos, 200 + willo_radius, willo_speed);
+
+ Sector::current()->add_object(willowisp);
+ willowisps.push_back(willowisp);
+
+ willo_spawn_y -= 40;
+ if(willo_spawn_y < -160)
+ willo_spawn_y = 0;
+
+ willo_radius += 20;
+ if(willo_radius > 120)
+ willo_radius = 0;
+
+ if(willo_speed == 1.8f) {
+ willo_speed = 1.5f;
+ } else {
+ willo_speed = 1.8f;
+ }
+
+ do {
+ willo_color = (willo_color + 1) % 3;
+ } while(willo_color == treecolor);
+
+ switch(willo_color) {
+ case 0: willowisp->set_color(Color(1, 0, 0)); break;
+ case 1: willowisp->set_color(Color(0, 1, 0)); break;
+ case 2: willowisp->set_color(Color(0, 0, 1)); break;
+ case 3: willowisp->set_color(Color(1, 1, 0)); break;
+ case 4: willowisp->set_color(Color(1, 0, 1)); break;
+ case 5: willowisp->set_color(Color(0, 1, 1)); break;
+ default: assert(false);
+ }
+ }
+ }
- if(willo_speed == 1.8f) {
- willo_speed = 1.5f;
+ if(root_timer.check()) {
+ /* TODO indicate root with an animation */
+ Player* player = get_nearest_player();
+ Root* root = new Root(Vector(player->get_bbox().get_left(), get_bbox().get_bottom()+ROOT_TOP_OFFSET));
+ Sector::current()->add_object(root);
+ }
+ } else if (mystate == STATE_SWALLOWING) {
+ if (suck_lantern) {
+ // suck in lantern
+ assert (suck_lantern);
+ Vector pos = suck_lantern->get_pos();
+ Vector delta = get_bbox().get_middle() + SUCK_TARGET_OFFSET - pos;
+ Vector dir = delta.unit();
+ if (delta.norm() < 1) {
+ dir = delta;
+ suck_lantern->ungrab(*this, RIGHT);
+ suck_lantern->remove_me();
+ suck_lantern = 0;
+ sprite->set_action("swallow", 1);
} else {
- willo_speed = 1.8f;
+ pos += dir;
+ suck_lantern->grab(*this, pos, RIGHT);
}
-
- do {
- willo_color = (willo_color + 1) % 3;
- } while(willo_color == treecolor);
-
- switch(willo_color) {
- case 0: willowisp->set_color(Color(1, 0, 0)); break;
- case 1: willowisp->set_color(Color(0, 1, 0)); break;
- case 2: willowisp->set_color(Color(0, 0, 1)); break;
- case 3: willowisp->set_color(Color(1, 1, 0)); break;
- case 4: willowisp->set_color(Color(1, 0, 1)); break;
- case 5: willowisp->set_color(Color(0, 1, 1)); break;
- default: assert(false);
+ } else {
+ // wait until lantern is swallowed
+ if (sprite->animation_done()) {
+ if (is_color_deadly(suck_lantern_color)) {
+ die();
+ } else {
+ sprite->set_action("default");
+ mystate = STATE_IDLE;
+ spawn_lantern();
+ }
}
}
}
+}
- if(root_timer.check()) {
- /* TODO indicate root with an animation */
- Player* player = get_nearest_player();
- Root* root = new Root(Vector(player->get_bbox().get_left(), get_bbox().get_bottom()+ROOT_TOP_OFFSET));
- Sector::current()->add_object(root);
- }
+bool
+GhostTree::is_color_deadly(Color color) const {
+ if (color == Color(0,0,0)) return false;
+ Color my_color = glow_sprite->get_color();
+ return ((my_color.red != color.red) || (my_color.green != color.green) || (my_color.blue != color.blue));
}
void
GhostTree::willowisp_died(TreeWillOWisp *willowisp)
{
+ if ((mystate == STATE_SUCKING) && (willowisp->was_sucked)) {
+ mystate = STATE_IDLE;
+ }
willowisps.erase(std::find(willowisps.begin(), willowisps.end(), willowisp));
}
BadGuy::draw(context);
context.push_target();
+ context.push_transform();
context.set_target(DrawingContext::LIGHTMAP);
+ if (mystate == STATE_SUCKING) {
+ context.set_alpha(0.5 + fmodf(game_time, 0.5));
+ } else {
+ context.set_alpha(0.5);
+ }
glow_sprite->draw(context, get_pos(), layer);
+ context.pop_transform();
context.pop_target();
}
+bool
+GhostTree::collides(GameObject& other, const CollisionHit& ) {
+ if (mystate != STATE_SUCKING) return false;
+ if (dynamic_cast<Lantern*>(&other)) return true;
+ if (dynamic_cast<Player*>(&other)) return true;
+ return false;
+}
+
+HitResponse
+GhostTree::collision(GameObject& other, const CollisionHit& ) {
+ if(mystate != STATE_SUCKING) return ABORT_MOVE;
+
+ Player* player = dynamic_cast<Player*>(&other);
+ if (player) {
+ player->kill(false);
+ }
+
+ Lantern* lantern = dynamic_cast<Lantern*>(&other);
+ if (lantern) {
+ suck_lantern = lantern;
+ suck_lantern->grab(*this, suck_lantern->get_pos(), RIGHT);
+ suck_lantern_color = lantern->get_color();
+ mystate = STATE_SWALLOWING;
+ }
+
+ return ABORT_MOVE;
+}
+
+void
+GhostTree::spawn_lantern() {
+ Lantern* lantern = new Lantern(get_bbox().get_middle() + SUCK_TARGET_OFFSET);
+ Sector::current()->add_object(lantern);
+}
IMPLEMENT_FACTORY(GhostTree, "ghosttree");