2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
3 // Copyright (C) 2010 Florian Forster <supertux at octo.it>
5 // This program is free software: you can redistribute it and/or modify
6 // it under the terms of the GNU General Public License as published by
7 // the Free Software Foundation, either version 3 of the License, or
8 // (at your option) any later version.
10 // This program is distributed in the hope that it will be useful,
11 // but WITHOUT ANY WARRANTY; without even the implied warranty of
12 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 // GNU General Public License for more details.
15 // You should have received a copy of the GNU General Public License
16 // along with this program. If not, see <http://www.gnu.org/licenses/>.
18 #include "audio/sound_manager.hpp"
19 #include "badguy/bomb.hpp"
20 #include "badguy/haywire.hpp"
21 #include "object/explosion.hpp"
22 #include "object/player.hpp"
23 #include "sprite/sprite.hpp"
24 #include "sprite/sprite_manager.hpp"
25 #include "supertux/object_factory.hpp"
26 #include "supertux/sector.hpp"
27 #include "util/reader.hpp"
29 #define TIME_EXPLOSION 5.0
30 #define TIME_STUNNED 0.5
32 Haywire::Haywire(const Reader& reader) :
33 WalkingBadguy(reader, "images/creatures/haywire/haywire.sprite", "left", "right"),
35 time_until_explosion(0.0f),
42 //Prevent stutter when Tux jumps on Mr Bomb
43 sound_manager->preload("sounds/explosion.wav");
45 //Check if we need another sprite
46 if( !reader.get( "sprite", sprite_name ) ){
49 if( sprite_name == "" ){
50 sprite_name = "images/creatures/haywire/haywire.sprite";
54 sprite = sprite_manager->create( sprite_name );
57 /* Haywire created by a dispenser always gets default sprite atm.*/
58 Haywire::Haywire(const Vector& pos, Direction d) :
59 WalkingBadguy(pos, d, "images/creatures/haywire/haywire.sprite", "left", "right"),
61 time_until_explosion(0.0f),
67 sound_manager->preload("sounds/explosion.wav");
71 Haywire::collision(GameObject& object, const CollisionHit& hit)
73 return WalkingBadguy::collision(object, hit);
77 Haywire::collision_player(Player& player, const CollisionHit& hit)
79 return WalkingBadguy::collision_player(player, hit);
83 Haywire::collision_squished(GameObject& object)
85 Player* player = dynamic_cast<Player*>(&object);
86 if (player && player->is_invincible()) {
87 player->bounce (*this);
94 player->bounce (*this);
99 set_action ((dir == LEFT) ? "ticking-left" : "ticking-right", /* loops = */ -1);
100 walk_left_action = "ticking-left";
101 walk_right_action = "ticking-right";
102 set_walk_speed (160);
103 time_until_explosion = TIME_EXPLOSION;
107 time_stunned = TIME_STUNNED;
109 physic.set_velocity_x (0.0);
110 physic.set_acceleration_x (0.0);
113 player->bounce (*this);
119 Haywire::active_update(float elapsed_time)
122 if (elapsed_time >= time_until_explosion) {
127 time_until_explosion -= elapsed_time;
131 if (time_stunned > elapsed_time) {
132 time_stunned -= elapsed_time;
135 else { /* if (time_stunned <= elapsed_time) */
136 elapsed_time -= time_stunned;
143 Player *p = this->get_nearest_player ();
144 float target_velocity = 0.0;
147 /* Player is on the right */
148 if (p->get_pos ().x > this->get_pos ().x)
149 target_velocity = walk_speed;
150 else /* player in on the left */
151 target_velocity = (-1.0) * walk_speed;
154 WalkingBadguy::active_update(elapsed_time, target_velocity);
157 WalkingBadguy::active_update(elapsed_time);
166 Explosion* explosion = new Explosion(get_bbox().get_middle());
167 Sector::current()->add_object(explosion);
176 WalkingBadguy::freeze();
177 sprite->set_action(dir == LEFT ? "iced-left" : "iced-right");
181 Haywire::is_freezable() const
186 /* vim: set sw=2 sts=2 et : */