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"),
40 //Prevent stutter when Tux jumps on Mr Bomb
41 sound_manager->preload("sounds/explosion.wav");
43 //Check if we need another sprite
44 if( !reader.get( "sprite", sprite_name ) ){
47 if( sprite_name == "" ){
48 sprite_name = "images/creatures/haywire/haywire.sprite";
52 sprite = sprite_manager->create( sprite_name );
55 /* Haywire created by a dispenser always gets default sprite atm.*/
56 Haywire::Haywire(const Vector& pos, Direction d) :
57 WalkingBadguy(pos, d, "images/creatures/haywire/haywire.sprite", "left", "right"),
63 sound_manager->preload("sounds/explosion.wav");
67 Haywire::collision(GameObject& object, const CollisionHit& hit)
69 return WalkingBadguy::collision(object, hit);
73 Haywire::collision_player(Player& player, const CollisionHit& hit)
75 return WalkingBadguy::collision_player(player, hit);
79 Haywire::collision_squished(GameObject& object)
81 Player* player = dynamic_cast<Player*>(&object);
82 if (player && player->is_invincible()) {
83 player->bounce (*this);
89 player->bounce (*this);
94 set_action ((dir == LEFT) ? "ticking-left" : "ticking-right", /* loops = */ -1);
95 walk_left_action = "ticking-left";
96 walk_right_action = "ticking-right";
98 time_until_explosion = TIME_EXPLOSION;
102 time_stunned = TIME_STUNNED;
105 player->bounce (*this);
110 Haywire::active_update(float elapsed_time)
113 if (elapsed_time >= time_until_explosion) {
118 time_until_explosion -= elapsed_time;
122 if (time_stunned > elapsed_time) {
123 time_stunned -= elapsed_time;
126 else { /* if (time_stunned <= elapsed_time) */
127 elapsed_time -= time_stunned;
133 if (is_exploding && !turn_around_timer.started()) {
134 Player *p = Sector::current()->get_nearest_player (this->get_bbox ());
137 Direction player_dir = LEFT;
139 if (p->get_pos ().x > this->get_pos ().x)
142 if (player_dir != dir)
147 WalkingBadguy::active_update(elapsed_time);
155 Explosion* explosion = new Explosion(get_bbox().get_middle());
156 Sector::current()->add_object(explosion);
165 WalkingBadguy::freeze();
166 sprite->set_action(dir == LEFT ? "iced-left" : "iced-right");
170 Haywire::is_freezable() const
175 /* vim: set sw=2 sts=2 et : */