1 // SuperTux - WalkingBadguy
2 // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.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/>.
19 #include "badguy/walking_badguy.hpp"
21 #include "sprite/sprite.hpp"
23 WalkingBadguy::WalkingBadguy(const Vector& pos,
24 const std::string& sprite_name_,
25 const std::string& walk_left_action_,
26 const std::string& walk_right_action_,
28 BadGuy(pos, sprite_name_, layer_),
29 walk_left_action(walk_left_action_),
30 walk_right_action(walk_right_action_),
38 WalkingBadguy::WalkingBadguy(const Vector& pos,
40 const std::string& sprite_name_,
41 const std::string& walk_left_action_,
42 const std::string& walk_right_action_,
44 BadGuy(pos, direction, sprite_name_, layer_),
45 walk_left_action(walk_left_action_),
46 walk_right_action(walk_right_action_),
54 WalkingBadguy::WalkingBadguy(const Reader& reader,
55 const std::string& sprite_name_,
56 const std::string& walk_left_action_,
57 const std::string& walk_right_action_,
59 BadGuy(reader, sprite_name_, layer_),
60 walk_left_action(walk_left_action_),
61 walk_right_action(walk_right_action_),
70 WalkingBadguy::initialize()
74 sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
75 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
76 physic.set_velocity_x(dir == LEFT ? -walk_speed : walk_speed);
77 physic.set_acceleration_x (0.0);
81 WalkingBadguy::set_walk_speed (float ws)
83 walk_speed = fabs (ws);
84 /* physic.set_velocity_x(dir == LEFT ? -walk_speed : walk_speed); */
88 WalkingBadguy::add_velocity (const Vector& velocity)
90 physic.set_velocity(physic.get_velocity() + velocity);
94 WalkingBadguy::active_update(float elapsed_time, float dest_x_velocity)
96 BadGuy::active_update(elapsed_time);
98 float current_x_velocity = physic.get_velocity_x ();
102 physic.set_velocity_x (0.0);
103 physic.set_acceleration_x (0.0);
105 /* We're very close to our target speed. Just set it to avoid oscillation */
106 else if ((current_x_velocity > (dest_x_velocity - 5.0))
107 && (current_x_velocity < (dest_x_velocity + 5.0)))
109 physic.set_velocity_x (dest_x_velocity);
110 physic.set_acceleration_x (0.0);
112 /* Check if we're going too slow or even in the wrong direction */
113 else if (((dest_x_velocity <= 0.0) && (current_x_velocity > dest_x_velocity))
114 || ((dest_x_velocity > 0.0) && (current_x_velocity < dest_x_velocity)))
116 /* acceleration == walk-speed => it will take one second to get from zero
118 physic.set_acceleration_x (dest_x_velocity);
120 /* Check if we're going too fast */
121 else if (((dest_x_velocity <= 0.0) && (current_x_velocity < dest_x_velocity))
122 || ((dest_x_velocity > 0.0) && (current_x_velocity > dest_x_velocity)))
124 /* acceleration == walk-speed => it will take one second to get twice the
125 * speed to normal speed. */
126 physic.set_acceleration_x ((-1.0) * dest_x_velocity);
130 /* The above should have covered all cases. */
134 if (max_drop_height > -1) {
135 if (on_ground() && might_fall(max_drop_height+1))
141 if ((dir == LEFT) && (physic.get_velocity_x () > 0.0)) {
143 set_action (walk_right_action, /* loops = */ -1);
145 else if ((dir == RIGHT) && (physic.get_velocity_x () < 0.0)) {
147 set_action (walk_left_action, /* loops = */ -1);
152 WalkingBadguy::active_update(float elapsed_time)
154 this->active_update (elapsed_time, (dir == LEFT) ? -walk_speed : +walk_speed);
158 WalkingBadguy::collision_solid(const CollisionHit& hit)
161 update_on_ground_flag(hit);
164 if (physic.get_velocity_y() < 0) physic.set_velocity_y(0);
167 if (physic.get_velocity_y() > 0) physic.set_velocity_y(0);
170 if ((hit.left && (hit.slope_normal.y == 0) && (dir == LEFT)) || (hit.right && (hit.slope_normal.y == 0) && (dir == RIGHT))) {
177 WalkingBadguy::collision_badguy(BadGuy& , const CollisionHit& hit)
180 if ((hit.left && (dir == LEFT)) || (hit.right && (dir == RIGHT))) {
188 WalkingBadguy::turn_around()
192 dir = dir == LEFT ? RIGHT : LEFT;
193 sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
194 physic.set_velocity_x(-physic.get_velocity_x());
195 physic.set_acceleration_x (-physic.get_acceleration_x ());
197 // if we get dizzy, we fall off the screen
198 if (turn_around_timer.started()) {
199 if (turn_around_counter++ > 10) kill_fall();
201 turn_around_timer.start(1);
202 turn_around_counter = 0;
208 WalkingBadguy::freeze()
211 physic.set_velocity_x(0);
215 WalkingBadguy::unfreeze()
218 WalkingBadguy::initialize();
222 WalkingBadguy::get_velocity_y() const
224 return physic.get_velocity_y();
228 WalkingBadguy::set_velocity_y(float vy)
230 physic.set_velocity_y(vy);