2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
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/stalactite.hpp"
19 #include "math/random_generator.hpp"
20 #include "object/player.hpp"
21 #include "sprite/sprite.hpp"
22 #include "supertux/object_factory.hpp"
24 static const int SHAKE_RANGE_X = 40;
25 static const float SHAKE_TIME = .8f;
26 static const float SHAKE_RANGE_Y = 400;
28 Stalactite::Stalactite(const Reader& lisp) :
29 BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1),
31 state(STALACTITE_HANGING),
35 set_colgroup_active(COLGROUP_TOUCHABLE);
39 Stalactite::active_update(float elapsed_time)
41 if(state == STALACTITE_HANGING) {
42 Player* player = this->get_nearest_player();
44 if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
45 && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
46 && player->get_bbox().p2.y > bbox.p1.y
47 && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
48 timer.start(SHAKE_TIME);
49 state = STALACTITE_SHAKING;
52 } else if(state == STALACTITE_SHAKING) {
53 shake_delta = Vector(graphicsRandom.rand(-3,3), 0);
55 state = STALACTITE_FALLING;
56 physic.enable_gravity(true);
57 set_colgroup_active(COLGROUP_MOVING);
59 } else if(state == STALACTITE_FALLING) {
60 movement = physic.get_movement(elapsed_time);
67 state = STALACTITE_SQUISHED;
68 physic.enable_gravity(true);
69 physic.set_velocity_x(0);
70 physic.set_velocity_y(0);
71 set_state(STATE_SQUISHED);
72 sprite->set_action("squished");
73 set_group(COLGROUP_MOVING_ONLY_STATIC);
78 Stalactite::collision_solid(const CollisionHit& hit)
80 if(state == STALACTITE_FALLING) {
81 if (hit.bottom) squish();
83 if(state == STALACTITE_SQUISHED) {
84 physic.set_velocity_y(0);
89 Stalactite::collision_player(Player& player, const CollisionHit& )
91 if(state != STALACTITE_SQUISHED) {
99 Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
101 if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
103 // ignore other Stalactites
104 if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
106 if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
108 if (other.is_freezable()) {
118 Stalactite::kill_fall()
123 Stalactite::draw(DrawingContext& context)
125 if(get_state() == STATE_INIT || get_state() == STATE_INACTIVE)
128 if(state == STALACTITE_SQUISHED) {
129 sprite->draw(context, get_pos(), LAYER_OBJECTS);
130 } else if(state == STALACTITE_SHAKING) {
131 sprite->draw(context, get_pos() + shake_delta, layer);
133 sprite->draw(context, get_pos(), layer);
138 Stalactite::deactivate()
140 if(state != STALACTITE_HANGING)