4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 #include "bouncing_snowball.hpp"
24 static const float JUMPSPEED = 450;
25 static const float WALKSPEED = 80;
27 BouncingSnowball::BouncingSnowball(const lisp::Lisp& reader)
29 reader.get("x", start_position.x);
30 reader.get("y", start_position.y);
31 sprite = sprite_manager->create("images/creatures/bouncing_snowball/bouncing_snowball.sprite");
32 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
33 set_direction = false;
36 BouncingSnowball::BouncingSnowball(float pos_x, float pos_y, Direction d)
38 start_position.x = pos_x;
39 start_position.y = pos_y;
40 sprite = sprite_manager->create("images/creatures/bouncing_snowball/bouncing_snowball.sprite");
41 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
43 initial_direction = d;
47 BouncingSnowball::write(lisp::Writer& writer)
49 writer.start_list("bouncingsnowball");
51 writer.write_float("x", start_position.x);
52 writer.write_float("y", start_position.y);
54 writer.end_list("bouncingsnowball");
58 BouncingSnowball::activate()
60 if (set_direction) {dir = initial_direction;}
61 physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
62 sprite->set_action(dir == LEFT ? "left" : "right");
66 BouncingSnowball::collision_squished(Player& player)
68 sprite->set_action("squished");
69 kill_squished(player);
74 BouncingSnowball::collision_solid(GameObject& , const CollisionHit& hit)
76 if(hit.normal.y < -.5) { // hit floor
77 physic.set_velocity_y(JUMPSPEED);
78 } else if(hit.normal.y > .5) { // bumped on roof
79 physic.set_velocity_y(0);
80 } else { // left or right collision
81 dir = dir == LEFT ? RIGHT : LEFT;
82 sprite->set_action(dir == LEFT ? "left" : "right");
83 physic.set_velocity_x(-physic.get_velocity_x());
90 BouncingSnowball::collision_badguy(BadGuy& , const CollisionHit& hit)
92 if(fabsf(hit.normal.x) > .8) { // left/right?
93 dir = dir == LEFT ? RIGHT : LEFT;
94 sprite->set_action(dir == LEFT ? "left" : "right");
95 physic.set_velocity_x(-physic.get_velocity_x());
96 } else if(hit.normal.y < -.8) { // grounf
97 physic.set_velocity_y(JUMPSPEED);
103 IMPLEMENT_FACTORY(BouncingSnowball, "bouncingsnowball")