(camera
(mode "normal")
)
+ (secretarea
+ (fade-tilemap "Secret")
+ (width 1032)
+ (height 264)
+ (x 180)
+ (y 20)
+ )
(particles-snow
)
(spawnpoint
(y 448)
)
(yeti_stalactite
- (x 97)
- (y 32)
- )
- (yeti_stalactite
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)
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)
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)
(yeti_stalactite
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)
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(yeti_stalactite
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)
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)
(yeti_stalactite
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+ (y 324)
)
(yeti_stalactite
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+ (y 324)
)
(yeti_stalactite
- (x 639)
- (y 32)
+ (x 766)
+ (y 324)
)
(yeti_stalactite
- (x 671)
- (y 32)
+ (x 798)
+ (y 324)
)
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- )
+ (yeti_stalactite
+ (x 830)
+ (y 324)
+ )
+ (yeti_stalactite
+ (x 864)
+ (y 324)
+ )
+ (yeti_stalactite
+ (x 896)
+ (y 324)
+ )
+ (yeti_stalactite
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+ )
+ (yeti_stalactite
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+ )
+ (yeti_stalactite
+ (x 992)
+ (y 324)
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(tilemap
- (z-pos 100)
(solid #f)
- (width 25)
- (height 20)
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+ (name "Secret")
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)
(yeti
(dead-script "sector.Tux.trigger_sequence(\"fireworks\");")
- (x 2)
- (y 177)
+ (x 17)
+ (y 396)
)
)
)
const float RUN_VX = 350; /**< horizontal speed while running */
const float JUMP_UP_VX = 350; /**< horizontal speed while jumping on the dais */
-const float JUMP_UP_VY = -800; /**< vertical speed while jumping on the dais */
+const float JUMP_UP_VY = -700; /**< vertical speed while jumping on the dais */
-const float STOMP_VY = -250; /** vertical speed while stomping on the dais */
+const float STOMP_VY = -300; /** vertical speed while stomping on the dais */
-const float LEFT_STAND_X = 16; /**< x-coordinate of left dais' end position */
-const float RIGHT_STAND_X = 800-60-16; /**< x-coordinate of right dais' end position */
-const float LEFT_JUMP_X = LEFT_STAND_X+224; /**< x-coordinate of from where to jump on the left dais */
-const float RIGHT_JUMP_X = RIGHT_STAND_X-224; /**< x-coordinate of from where to jump on the right dais */
+const float LEFT_STAND_X = 80; /**< x-coordinate of left dais' end position */
+const float RIGHT_STAND_X = 1280-LEFT_STAND_X-60; /**< x-coordinate of right dais' end position */
+const float LEFT_JUMP_X = LEFT_STAND_X+448; /**< x-coordinate of from where to jump on the left dais */
+const float RIGHT_JUMP_X = RIGHT_STAND_X-448; /**< x-coordinate of from where to jump on the right dais */
const float STOMP_WAIT = .5; /**< time we stay on the dais before jumping again */
const float SAFE_TIME = .5; /**< the time we are safe when tux just hit us */
-const int INITIAL_HITPOINTS = 3; /**< number of hits we can take */
+const int INITIAL_HITPOINTS = 9; /**< number of hits we can take */
const float YETI_SQUISH_TIME = 5;
}
Yeti::be_angry()
{
//turn around
- dir = (dir==RIGHT)?LEFT:RIGHT;
+ dir = (dir==RIGHT) ? LEFT : RIGHT;
- sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
+ sprite->set_action((dir==RIGHT) ? "stand-right" : "stand-left");
physic.set_velocity_x(0);
physic.set_velocity_y(0);
- if (hit_points < INITIAL_HITPOINTS) summon_snowball();
stomp_count = 0;
state = BE_ANGRY;
state_timer.start(STOMP_WAIT);
}
-void
-Yeti::summon_snowball()
-{
- Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x+(dir == RIGHT ? 64 : -64), get_pos().y), dir));
-}
-
bool
Yeti::collision_squished(GameObject& object)
{
Yeti::kill_fall()
{
// shooting bullets or being invincible won't work :)
- //take_hit(*get_nearest_player()); // FIXME: debug only(?)
}
void
// make a stalactite falling down and shake camera a bit
Sector::current()->camera->shake(.1f, 0, 10);
- YetiStalactite* nearest = 0;
- float dist = FLT_MAX;
-
Player* player = this->get_nearest_player();
if (!player) return;
i != sector->gameobjects.end(); ++i) {
YetiStalactite* stalactite = dynamic_cast<YetiStalactite*> (*i);
if(stalactite && stalactite->is_hanging()) {
- float sdist
- = fabsf(stalactite->get_pos().x - player->get_pos().x);
- if(sdist < dist) {
- nearest = stalactite;
- dist = sdist;
+ float distancex;
+ switch (hit_points) {
+ case 9:
+ case 8:
+ case 7:
+ case 6:
+ // drop stalactites within 3 of player, going out with each jump
+ distancex = fabsf(stalactite->get_bbox().get_middle().x - player->get_bbox().get_middle().x);
+ if(distancex < stomp_count*32) {
+ stalactite->start_shaking();
+ }
+ break;
+ case 5:
+ case 4:
+ case 3:
+ case 2:
+ case 1:
+ // drop every 3rd stalactite
+ if(((((int)stalactite->get_pos().x + 16) / 32) % 3) == (stomp_count % 3)) {
+ stalactite->start_shaking();
+ }
+ break;
}
}
}
-
- if(nearest)
- nearest->start_shaking();
}
void