implement spikes as objects and remove automake system
[supertux.git] / src / badguy / snowball.cpp
1 #include <config.h>
2
3 #include "snowball.h"
4
5 static const float WALKSPEED = 80;
6
7 SnowBall::SnowBall(LispReader& reader)
8 {
9   reader.read_float("x", start_position.x);
10   reader.read_float("y", start_position.y);
11   bbox.set_size(31.8, 31.8);
12   sprite = sprite_manager->create("snowball");
13 }
14
15 SnowBall::SnowBall(float pos_x, float pos_y)
16 {
17   start_position.x = pos_x;
18   start_position.y = pos_y;
19   bbox.set_size(31.8, 31.8);
20   sprite = sprite_manager->create("snowball");
21 }
22
23 void
24 SnowBall::write(LispWriter& writer)
25 {
26   writer.start_list("snowball");
27
28   writer.write_float("x", get_pos().x);
29   writer.write_float("y", get_pos().y);
30
31   writer.end_list("snowball");
32 }
33
34 void
35 SnowBall::activate()
36 {
37   physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
38   sprite->set_action(dir == LEFT ? "left" : "right");
39 }
40
41 bool
42 SnowBall::collision_squished(Player& player)
43 {
44   sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
45   kill_squished(player);
46   return true;
47 }
48
49 HitResponse
50 SnowBall::collision_solid(GameObject& , const CollisionHit& hit)
51 {
52   if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
53     physic.set_velocity_y(0);
54   } else { // hit right or left
55     dir = dir == LEFT ? RIGHT : LEFT;
56     sprite->set_action(dir == LEFT ? "left" : "right");
57     physic.set_velocity_x(-physic.get_velocity_x());
58   }
59
60   return CONTINUE;
61 }
62