#include <config.h>
#include "mrbomb.hpp"
-#include "bomb.hpp"
#include "object/explosion.hpp"
#include "sprite/sprite_manager.hpp"
#include "audio/sound_manager.hpp"
+#include "level.hpp"
+
+namespace {
+ const float TICKING_TIME = 1.0f; /**< delay until ticking MrBomb explodes */
+}
MrBomb::MrBomb(const lisp::Lisp& reader)
: WalkingBadguy(reader, "images/creatures/mr_bomb/mr_bomb.sprite", "left", "right")
max_drop_height = 16;
grabbed = false;
- //Prevent stutter when Tux jumps on Mr Bomb
sound_manager->preload("sounds/explosion.wav");
+ ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
+ ticking->set_position(get_pos());
+ ticking->set_looping(true);
+ ticking->set_gain(2.0);
+ ticking->set_reference_distance(32);
+
+ state = STATE_IDLE;
+
//Check if we need another sprite
if( !reader.get( "sprite", sprite_name ) ){
return;
max_drop_height = 16;
grabbed = false;
sound_manager->preload("sounds/explosion.wav");
+
+ state = STATE_IDLE;
+
+ ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
+ ticking->set_position(get_pos());
+ ticking->set_looping(true);
+ ticking->set_gain(2.0);
+ ticking->set_reference_distance(32);
}
void
bool
MrBomb::collision_squished(GameObject& object)
{
- remove_me();
- Sector::current()->add_object(new Bomb(get_pos(), dir, sprite_name ));
- kill_squished(object);
+ if(frozen) unfreeze();
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) {
+ player->bounce(*this);
+ }
+ if (state == STATE_IDLE) {
+ if (player && countMe) Sector::current()->get_level()->stats.badguys++;
+ state = STATE_TICKING;
+
+ // TODO: currently we need to re-create ticking sound object every time, in case we had to stop it
+ ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
+ ticking->set_position(get_pos());
+ ticking->set_looping(true);
+ ticking->set_gain(2.0);
+ ticking->set_reference_distance(32);
+
+ ticking->play();
+ ticking_timer.start(TICKING_TIME);
+ walk_left_action = "ticking-left";
+ walk_right_action = "ticking-right";
+ sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
+ }
return true;
}
void
MrBomb::active_update(float elapsed_time)
{
+ if (state == STATE_TICKING) {
+ ticking->set_position(get_pos());
+ if(ticking_timer.check()) {
+ explode();
+ }
+ }
if(grabbed)
return;
WalkingBadguy::active_update(elapsed_time);
}
void
+MrBomb::explode()
+{
+ ticking->stop();
+
+ remove_me();
+ Explosion* explosion = new Explosion(get_bbox().get_middle());
+ Sector::current()->add_object(explosion);
+
+ run_dead_script();
+}
+
+void
MrBomb::kill_fall()
{
remove_me();
{
WalkingBadguy::freeze();
sprite->set_action(dir == LEFT ? "iced-left" : "iced-right");
+ if (state == STATE_TICKING) {
+ ticking_timer.stop();
+ ticking->stop();
+ walk_left_action = "left";
+ walk_right_action = "right";
+ state = STATE_IDLE;
+ }
+}
+
+void
+MrBomb::unfreeze()
+{
+ WalkingBadguy::unfreeze();
}
bool