6 static const float SQUISH_TIME = 2;
7 static const float X_OFFSCREEN_DISTANCE = 1600;
8 static const float Y_OFFSCREEN_DISTANCE = 1200;
11 : sprite(0), dir(LEFT), state(STATE_INIT)
21 BadGuy::draw(DrawingContext& context)
25 if(state == STATE_INIT || state == STATE_INACTIVE)
28 sprite->draw(context, get_pos(), LAYER_OBJECTS);
32 BadGuy::action(float elapsed_time)
34 if(!Sector::current()->inside(bbox)) {
39 set_state(STATE_INACTIVE);
44 active_action(elapsed_time);
48 inactive_action(elapsed_time);
52 if(state_timer.check()) {
56 movement = physic.get_movement(elapsed_time);
59 movement = physic.get_movement(elapsed_time);
75 BadGuy::active_action(float elapsed_time)
77 movement = physic.get_movement(elapsed_time);
81 BadGuy::inactive_action(float elapsed_time)
86 BadGuy::collision(GameObject& other, const CollisionHit& hit)
93 if(other.get_flags() & FLAG_SOLID)
94 return collision_solid(other, hit);
96 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
98 return collision_badguy(*badguy, hit);
100 Player* player = dynamic_cast<Player*> (&other);
102 return collision_player(*player, hit);
107 if(other.get_flags() & FLAG_SOLID)
118 BadGuy::collision_solid(GameObject& other, const CollisionHit& hit)
124 BadGuy::collision_player(Player& player, const CollisionHit& hit)
126 if(player.is_invincible()) {
130 if(hit.normal.y > .9) {
131 if(collision_squished(player))
134 player.kill(Player::SHRINK);
139 BadGuy::collision_badguy(BadGuy& other, const CollisionHit& hit)
145 BadGuy::collision_squished(Player& player)
151 BadGuy::kill_squished(Player& player)
153 SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
155 physic.set_velocity_x(0);
156 physic.set_velocity_y(0);
157 set_state(STATE_SQUISHED);
158 player.bounce(*this);
164 physic.set_velocity_y(0);
165 physic.enable_gravity(true);
166 set_state(STATE_FALLING);
171 BadGuy::set_state(State state)
173 if(this->state == state)
176 State laststate = this->state;
180 state_timer.start(SQUISH_TIME);
183 flags &= ~FLAG_NO_COLLDET;
184 bbox.set_pos(start_position);
187 // was the badguy dead anyway?
188 if(laststate == STATE_SQUISHED || laststate == STATE_SQUISHED) {
191 flags |= FLAG_NO_COLLDET;
199 BadGuy::is_offscreen()
201 float scroll_x = Sector::current()->camera->get_translation().x;
202 float scroll_y = Sector::current()->camera->get_translation().y;
204 if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
205 || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
206 || bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
207 || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
214 BadGuy::try_activate()
216 float scroll_x = Sector::current()->camera->get_translation().x;
217 float scroll_y = Sector::current()->camera->get_translation().y;
219 /* Activate badguys if they're just around the screen to avoid
220 * the effect of having badguys suddenly popping up from nowhere.
222 if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
223 start_position.x < scroll_x - bbox.get_width() &&
224 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
225 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
227 set_state(STATE_ACTIVE);
229 } else if (start_position.x > scroll_x &&
230 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
231 start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
232 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
234 set_state(STATE_ACTIVE);
236 } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
237 start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
238 ((start_position.y > scroll_y &&
239 start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
240 (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
241 start_position.y < scroll_y))) {
242 dir = start_position.x < scroll_x ? RIGHT : LEFT;
243 set_state(STATE_ACTIVE);
245 } else if(state == STATE_INIT
246 && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
247 && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
248 && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
249 && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
251 set_state(STATE_ACTIVE);