{
display_manager.add_drawable(this, LAYER_OBJECTS);
- base.x = 0;
- base.y = 0;
- lispreader.read_float("x", &base.x);
- lispreader.read_float("y", &base.y);
- base.width = 0;
- base.height = 0;
+ lispreader.read_float("x", &start_position.x);
+ lispreader.read_float("y", &start_position.y);
kind = kind_;
{
display_manager.add_drawable(this, LAYER_OBJECTS);
- base.x = x;
- base.y = y;
- base.width = 0;
- base.height = 0;
+ start_position.x = x;
+ start_position.y = y;
stay_on_platform = false;
kind = kind_;
void
BadGuy::init()
{
+ base.x = 0;
+ base.y = 0;
+ base.width = 0;
+ base.height = 0;
+
mode = NORMAL;
dying = DYING_NOT;
old_base = base;
dir = LEFT;
seen = false;
- frozen_timer.init(true);
animation_offset = 0;
sprite_left = sprite_right = 0;
physic.reset();
+ frozen_timer.init(true);
+ timer.init(true);
+
+ // if we're in a solid tile at start correct that now
+ if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
+ {
+ std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
+ << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
+ while(collision_object_map(base))
+ --base.y;
+ }
+
+ // just activate the badguy, since he might be on screen already. If not he
+ // gets deactivated anyway
+ activate(LEFT);
+}
+
+void
+BadGuy::write(LispWriter& writer)
+{
+ writer.start_list(badguykind_to_string(kind));
+
+ writer.write_float("x", base.x);
+ writer.write_float("y", base.y);
+ writer.write_bool("stay-on-platform", stay_on_platform);
+
+ writer.end_list(badguykind_to_string(kind));
+}
+
+void
+BadGuy::activate(Direction activation_dir)
+{
+ mode = NORMAL;
+ animation_offset = 0;
+ physic.reset();
+ frozen_timer.init(true);
timer.init(true);
+ dir = activation_dir;
+ float dirsign = activation_dir == LEFT ? -1 : 1;
+
if(kind == BAD_MRBOMB) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_mrbomb_left, img_mrbomb_right);
} else if (kind == BAD_MRICEBLOCK) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_mriceblock_left, img_mriceblock_right);
} else if(kind == BAD_JUMPY) {
set_sprite(img_jumpy_left_up, img_jumpy_left_up);
} else if(kind == BAD_BOMB) {
set_sprite(img_mrbomb_ticking_left, img_mrbomb_ticking_right);
- // hack so that the bomb doesn't hurt until it expldes...
+ // hack so that the bomb doesn't hurt until it expldes...
dying = DYING_SQUISHED;
} else if(kind == BAD_FLAME) {
angle = 0;
physic.enable_gravity(false);
set_sprite(img_flame, img_flame);
} else if(kind == BAD_BOUNCINGSNOWBALL) {
- physic.set_velocity(-1.3, 0);
+ physic.set_velocity(dirsign * 1.3, 0);
set_sprite(img_bouncingsnowball_left, img_bouncingsnowball_right);
} else if(kind == BAD_STALACTITE) {
physic.enable_gravity(false);
set_sprite(img_flyingsnowball, img_flyingsnowball);
physic.enable_gravity(false);
} else if(kind == BAD_SPIKY) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_spiky_left, img_spiky_right);
} else if(kind == BAD_SNOWBALL) {
- physic.set_velocity(-BADGUY_WALK_SPEED, 0);
+ physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
set_sprite(img_snowball_left, img_snowball_right);
}
- // if we're in a solid tile at start correct that now
- if(kind != BAD_FLAME && kind != BAD_FISH && collision_object_map(base))
- {
- std::cout << "Warning: badguy started in wall: kind: " << badguykind_to_string(kind)
- << " pos: (" << base.x << ", " << base.y << ")" << std::endl;
- while(collision_object_map(base))
- --base.y;
- }
-}
-
-void
-BadGuy::write(LispWriter& writer)
-{
- writer.start_list(badguykind_to_string(kind));
-
- writer.write_float("x", base.x);
- writer.write_float("y", base.y);
- writer.write_bool("stay-on-platform", stay_on_platform);
-
- writer.end_list(badguykind_to_string(kind));
+ base.x = start_position.x;
+ base.y = start_position.y;
+ old_base = base;
+ seen = true;
}
void
// Handle dying timer:
if (dying == DYING_SQUISHED && !timer.check())
- {
- /* Remove it if time's up: */
- remove_me();
- return;
- }
+ remove_me();
}
void
// Handle dying timer:
if (dying == DYING_SQUISHED && !timer.check())
- {
- /* Remove it if time's up: */
- remove_me();
- return;
- }
+ remove_me();
}
void
physic.apply(elapsed_time, base.x, base.y);
if (dying != DYING_FALLING)
collision_swept_object_map(&old_base,&base);
+
+ // Handle dying timer:
+ if (dying == DYING_SQUISHED && !timer.check())
+ remove_me();
}
void
kill_me(0);
}
- // Once it's on screen, it's activated!
- if (base.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- base.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE &&
- base.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- base.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
- seen = true;
-
+ if(!seen) {
+ /* activate badguys if they're just inside the offscreen_distance around the
+ * screen. Don't activate them inside the screen, since that might have the
+ * effect of badguys suddenly popping up from nowhere
+ */
+ if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
+ start_position.x < scroll_x - base.width)
+ activate(RIGHT);
+ else if(start_position.x > scroll_y - Y_OFFSCREEN_DISTANCE &&
+ start_position.y < scroll_y - base.height)
+ activate(LEFT);
+ else if(start_position.x > scroll_x + screen->w &&
+ start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE)
+ activate(LEFT);
+ else if(start_position.y > scroll_y + screen->h &&
+ start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
+ activate(LEFT);
+ } else {
+ if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE
+ || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE
+ || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE
+ || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE) {
+ seen = false;
+ if(dying != DYING_NOT)
+ remove_me();
+ }
+ }
+
if(!seen)
return;
-
+
switch (kind)
{
case BAD_MRICEBLOCK:
player_status.score_multiplier++;
- // check for maximum number of squiches
+ // check for maximum number of squishes
squishcount++;
if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
kill_me(50);