1 // SuperTux badguy - walking flame that glows
2 // Copyright (C) 2013 LMH <lmh.0013@gmail.com>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "badguy/livefire.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "object/player.hpp"
21 #include "object/sprite_particle.hpp"
22 #include "sprite/sprite.hpp"
23 #include "supertux/object_factory.hpp"
24 #include "supertux/sector.hpp"
26 static const float WALKSPEED = 80;
27 static const float MAXDROPHEIGHT = 20;
29 LiveFire::LiveFire(const Reader& reader) :
30 WalkingBadguy(reader, "images/creatures/livefire/livefire.sprite", "left", "right"),
31 lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-medium.sprite")),
34 walk_speed = WALKSPEED;
35 max_drop_height = MAXDROPHEIGHT;
36 lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
37 lightsprite->set_color(Color(1.0f, 0.9f, 0.8f));
38 death_sound = "sounds/fall.wav";
42 LiveFire::collision_solid(const CollisionHit& hit)
44 if(state != STATE_WALKING) {
45 BadGuy::collision_solid(hit);
48 WalkingBadguy::collision_solid(hit);
52 LiveFire::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
54 if(state != STATE_WALKING) {
55 return BadGuy::collision_badguy(badguy, hit);
57 return WalkingBadguy::collision_badguy(badguy, hit);
61 LiveFire::active_update(float elapsed_time) {
63 // Remove when extinguish animation is done
64 if((sprite->get_action() == "extinguish-left" || sprite->get_action() == "extinguish-right" )
65 && sprite->animation_done()) remove_me();
67 if(state == STATE_WALKING) {
68 WalkingBadguy::active_update(elapsed_time);
72 if(state == STATE_SLEEPING && get_group() == COLGROUP_MOVING) {
74 Player* player = this->get_nearest_player();
76 Rectf mb = this->get_bbox();
77 Rectf pb = player->get_bbox();
79 bool inReach_left = (pb.p2.x >= mb.p2.x-((dir == LEFT) ? 256 : 0));
80 bool inReach_right = (pb.p1.x <= mb.p1.x+((dir == RIGHT) ? 256 : 0));
81 bool inReach_top = (pb.p2.y >= mb.p1.y);
82 bool inReach_bottom = (pb.p1.y <= mb.p2.y);
84 if (inReach_left && inReach_right && inReach_top && inReach_bottom) {
86 sprite->set_action(dir == LEFT ? "waking-left" : "waking-right", 1);
91 else if(state == STATE_WAKING) {
92 if(sprite->animation_done()) {
94 state = STATE_WALKING;
95 WalkingBadguy::initialize();
99 BadGuy::active_update(elapsed_time);
103 LiveFire::draw(DrawingContext& context)
106 sprite->draw(context, get_pos(), LAYER_OBJECTS);
108 context.push_target();
109 context.set_target(DrawingContext::LIGHTMAP);
110 lightsprite->draw(context, get_bbox().get_middle(), 0);
111 context.pop_target();
117 // attempting to freeze a flame causes it to go out
118 death_sound = "sounds/sizzle.ogg";
123 LiveFire::is_freezable() const
129 LiveFire::is_flammable() const
135 LiveFire::kill_fall()
137 sound_manager->play(death_sound, get_pos());
138 // throw a puff of smoke
139 Vector ppos = bbox.get_middle();
140 Vector pspeed = Vector(0, -150);
141 Vector paccel = Vector(0,0);
142 Sector::current()->add_object(new SpriteParticle("images/objects/particles/smoke.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_BACKGROUNDTILES+2));
143 // extinguish the flame
144 sprite->set_action(dir == LEFT ? "extinguish-left" : "extinguish-right", 1);
145 physic.set_velocity_y(0);
146 physic.set_acceleration_y(0);
147 physic.enable_gravity(false);
148 lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
149 lightsprite->set_color(Color(0.5f, 0.4f, 0.3f));
150 set_group(COLGROUP_DISABLED);
156 /* The following defines a sleeping version */
158 LiveFireAsleep::LiveFireAsleep(const Reader& reader) :
161 state = STATE_SLEEPING;
165 LiveFireAsleep::initialize()
167 physic.set_velocity_x(0);
168 sprite->set_action(dir == LEFT ? "sleeping-left" : "sleeping-right");
171 /* The following defines a dormant version that never wakes */
172 LiveFireDormant::LiveFireDormant(const Reader& reader) :
176 state = STATE_DORMANT;
180 LiveFireDormant::initialize()
182 physic.set_velocity_x(0);
183 sprite->set_action(dir == LEFT ? "sleeping-left" : "sleeping-right");