Dispenser::Dispenser(const lisp::Lisp& reader)
: BadGuy(reader, "images/creatures/dispenser/dispenser.sprite")
{
+ std::string launchdirection = "";
+ launchdir = dir;
+ reader.get("launchdirection", launchdirection);
+ if( launchdirection == "left" || launchdirection == "LEFT" )
+ launchdir = LEFT;
+ if( launchdirection == "right" || launchdirection == "RIGHT" )
+ launchdir = RIGHT;
reader.get("cycle", cycle);
reader.get("badguy", badguy);
if (badguy == "mrrocket") {
- sprite->set_action(dir == LEFT ? "working-left" : "working-right");
+ sprite->set_action(launchdir == LEFT ? "working-left" : "working-right");
}
else {sprite->set_action("dropper");}
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
Dispenser::collision_squished(Player& player)
{
//TODO: Should it act like a normal tile when killed?
- sprite->set_action(dir == LEFT ? "broken-left" : "broken-right");
+ sprite->set_action(launchdir == LEFT ? "broken-left" : "broken-right");
dispense_timer.start(0);
player.bounce(*this);
kill_squished(player);
//TODO: Add launching velocity to certain badguys
// Add themed randomizer
-// Fix initial direction (everyone but MrRocket walks the wrong direction)
void
Dispenser::launch_badguy()
{
//FIXME: Does is_offscreen() work right here?
if (!is_offscreen()) {
if (badguy == "snowball")
- Sector::current()->add_object(new SnowBall(Vector(get_pos().x, get_pos().y+32), dir));
+ Sector::current()->add_object(new SnowBall(Vector(get_pos().x, get_pos().y+32), launchdir));
else if (badguy == "bouncingsnowball")
- Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x, get_pos().y+32), dir));
+ Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x, get_pos().y+32), launchdir));
else if (badguy == "mrbomb")
- Sector::current()->add_object(new MrBomb(Vector(get_pos().x, get_pos().y+32), dir));
+ Sector::current()->add_object(new MrBomb(Vector(get_pos().x, get_pos().y+32), launchdir));
else if (badguy == "mriceblock")
- Sector::current()->add_object(new MrIceBlock(Vector(get_pos().x, get_pos().y+32), dir));
+ Sector::current()->add_object(new MrIceBlock(Vector(get_pos().x, get_pos().y+32), launchdir));
else if (badguy == "snail")
- Sector::current()->add_object(new Snail(Vector(get_pos().x, get_pos().y+32), dir));
+ Sector::current()->add_object(new Snail(Vector(get_pos().x, get_pos().y+32), launchdir));
else if (badguy == "mrrocket") {
- Sector::current()->add_object(new MrRocket(Vector(get_pos().x+(dir == LEFT ? -32 : 32), get_pos().y), dir));}
+ Sector::current()->add_object(new MrRocket(Vector(get_pos().x+(launchdir == LEFT ? -32 : 32), get_pos().y), launchdir));}
else if (badguy == "poisonivy")
- Sector::current()->add_object(new PoisonIvy(Vector(get_pos().x, get_pos().y+32), dir));
+ Sector::current()->add_object(new PoisonIvy(Vector(get_pos().x, get_pos().y+32), launchdir));
else if (badguy == "skullyhop")
- Sector::current()->add_object(new SkullyHop(Vector(get_pos().x, get_pos().y+44), dir));
+ Sector::current()->add_object(new SkullyHop(Vector(get_pos().x, get_pos().y+44), launchdir));
else if (badguy == "random")
{
switch (systemRandom.rand(7))
{
- case 0: Sector::current()->add_object(new SnowBall(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 1: Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 2: Sector::current()->add_object(new MrBomb(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 3: Sector::current()->add_object(new MrIceBlock(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 4: Sector::current()->add_object(new PoisonIvy(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 5: Sector::current()->add_object(new Snail(Vector(get_pos().x, get_pos().y+32), dir)); break;
- case 6: Sector::current()->add_object(new SkullyHop(Vector(get_pos().x, get_pos().y+44), dir)); break;
+ case 0: Sector::current()->add_object(new SnowBall(Vector(get_pos().x, get_pos().y+32), launchdir)); break;
+ case 1: Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x, get_pos().y+32), launchdir)); break;
+ case 2: Sector::current()->add_object(new MrBomb(Vector(get_pos().x, get_pos().y+32), launchdir)); break;
+ case 3: Sector::current()->add_object(new MrIceBlock(Vector(get_pos().x, get_pos().y+32), launchdir)); break;
+ case 4: Sector::current()->add_object(new PoisonIvy(Vector(get_pos().x, get_pos().y+32), launchdir)); break;
+ case 5: Sector::current()->add_object(new Snail(Vector(get_pos().x, get_pos().y+32), launchdir)); break;
+ case 6: Sector::current()->add_object(new SkullyHop(Vector(get_pos().x, get_pos().y+44), launchdir)); break;
}
}
}