1 // SuperTux - Boss "Yeti"
2 // Copyright (C) 2005 Matthias Braun <matze@braunis.de>
3 // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
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 "badguy/yeti.hpp"
20 #include "audio/sound_manager.hpp"
21 #include "badguy/bouncing_snowball.hpp"
22 #include "badguy/yeti_stalactite.hpp"
23 #include "object/camera.hpp"
24 #include "object/player.hpp"
25 #include "sprite/sprite.hpp"
26 #include "supertux/object_factory.hpp"
27 #include "supertux/sector.hpp"
33 const float JUMP_DOWN_VX = 250; /**< horizontal speed while jumping off the dais */
34 const float JUMP_DOWN_VY = -250; /**< vertical speed while jumping off the dais */
36 const float RUN_VX = 350; /**< horizontal speed while running */
38 const float JUMP_UP_VX = 350; /**< horizontal speed while jumping on the dais */
39 const float JUMP_UP_VY = -700; /**< vertical speed while jumping on the dais */
41 const float STOMP_VY = -300; /** vertical speed while stomping on the dais */
43 const float LEFT_STAND_X = 80; /**< x-coordinate of left dais' end position */
44 const float RIGHT_STAND_X = 1280-LEFT_STAND_X-60; /**< x-coordinate of right dais' end position */
45 const float LEFT_JUMP_X = LEFT_STAND_X+448; /**< x-coordinate of from where to jump on the left dais */
46 const float RIGHT_JUMP_X = RIGHT_STAND_X-448; /**< x-coordinate of from where to jump on the right dais */
47 const float STOMP_WAIT = .5; /**< time we stay on the dais before jumping again */
48 const float SAFE_TIME = .5; /**< the time we are safe when tux just hit us */
49 const int INITIAL_HITPOINTS = 5; /**< number of hits we can take */
51 const float YETI_SQUISH_TIME = 5;
54 Yeti::Yeti(const Reader& reader) :
55 BadGuy(reader, "images/creatures/yeti/yeti.sprite"),
63 hit_points = INITIAL_HITPOINTS;
65 SoundManager::current()->preload("sounds/yeti_gna.wav");
66 SoundManager::current()->preload("sounds/yeti_roar.wav");
67 hud_head = Surface::create("images/creatures/yeti/hudlife.png");
82 Yeti::draw(DrawingContext& context)
84 // we blink when we are safe
85 if(safe_timer.started() && size_t(game_time*40)%2)
88 draw_hit_points(context);
90 BadGuy::draw(context);
94 Yeti::draw_hit_points(DrawingContext& context)
98 context.push_transform();
99 context.set_translation(Vector(0, 0));
101 for (int i = 0; i < hit_points; ++i)
103 context.draw_surface(hud_head, Vector(BORDER_X + (i * hud_head->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
106 context.pop_transform();
111 Yeti::active_update(float elapsed_time)
115 physic.set_velocity_x((dir==RIGHT)?+JUMP_DOWN_VX:-JUMP_DOWN_VX);
118 physic.set_velocity_x((dir==RIGHT)?+RUN_VX:-RUN_VX);
119 if (((dir == RIGHT) && (get_pos().x >= RIGHT_JUMP_X)) || ((dir == LEFT) && (get_pos().x <= LEFT_JUMP_X))) jump_up();
122 physic.set_velocity_x((dir==RIGHT)?+JUMP_UP_VX:-JUMP_UP_VX);
123 if (((dir == RIGHT) && (get_pos().x >= RIGHT_STAND_X)) || ((dir == LEFT) && (get_pos().x <= LEFT_STAND_X))) be_angry();
126 if(state_timer.check()) {
127 SoundManager::current()->play("sounds/yeti_gna.wav");
128 physic.set_velocity_y(STOMP_VY);
129 sprite->set_action((dir==RIGHT)?"stomp-right":"stomp-left");
133 if (state_timer.check()) {
139 movement = physic.get_movement(elapsed_time);
145 sprite->set_action((dir==RIGHT)?"jump-right":"jump-left");
146 physic.set_velocity_x((dir==RIGHT)?(+JUMP_DOWN_VX):(-JUMP_DOWN_VX));
147 physic.set_velocity_y(JUMP_DOWN_VY);
154 sprite->set_action((dir==RIGHT)?"run-right":"run-left");
155 physic.set_velocity_x((dir==RIGHT)?(+RUN_VX):(-RUN_VX));
156 physic.set_velocity_y(0);
163 sprite->set_action((dir==RIGHT)?"jump-right":"jump-left");
164 physic.set_velocity_x((dir==RIGHT)?(+JUMP_UP_VX):(-JUMP_UP_VX));
165 physic.set_velocity_y(JUMP_UP_VY);
173 dir = (dir==RIGHT) ? LEFT : RIGHT;
175 sprite->set_action((dir==RIGHT) ? "stand-right" : "stand-left");
176 physic.set_velocity_x(0);
177 physic.set_velocity_y(0);
180 state_timer.start(STOMP_WAIT);
184 Yeti::collision_squished(GameObject& object)
186 kill_squished(object);
192 Yeti::kill_squished(GameObject& object)
194 Player* player = dynamic_cast<Player*>(&object);
196 player->bounce(*this);
201 void Yeti::take_hit(Player& )
203 if(safe_timer.started())
206 SoundManager::current()->play("sounds/yeti_roar.wav");
209 if(hit_points <= 0) {
211 physic.enable_gravity(true);
212 physic.set_velocity_x(0);
213 physic.set_velocity_y(0);
216 state_timer.start(YETI_SQUISH_TIME);
217 set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
218 sprite->set_action("dead");
223 safe_timer.start(SAFE_TIME);
230 // shooting bullets or being invincible won't work :)
234 Yeti::drop_stalactite()
236 // make a stalactite falling down and shake camera a bit
237 Sector::current()->camera->shake(.1f, 0, 10);
239 Player* player = this->get_nearest_player();
242 Sector* sector = Sector::current();
243 for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
244 i != sector->gameobjects.end(); ++i) {
245 YetiStalactite* stalactite = dynamic_cast<YetiStalactite*>(i->get());
246 if(stalactite && stalactite->is_hanging()) {
247 if (hit_points >= 3) {
248 // drop stalactites within 3 of player, going out with each jump
249 float distancex = fabsf(stalactite->get_bbox().get_middle().x - player->get_bbox().get_middle().x);
250 if(distancex < stomp_count*32) {
251 stalactite->start_shaking();
254 else { /* if (hitpoints < 3) */
255 // drop every 3rd pair of stalactites
256 if(((((int)stalactite->get_pos().x + 16) / 64) % 3) == (stomp_count % 3)) {
257 stalactite->start_shaking();
260 } /* if(stalactite && stalactite->is_hanging()) */
265 Yeti::collision_solid(const CollisionHit& hit)
267 if(hit.top || hit.bottom) {
269 physic.set_velocity_y(0);
280 if(!state_timer.started()) {
281 sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
285 // go to other side after 3 jumps
286 if(stomp_count == 3) {
290 state_timer.start(STOMP_WAIT);
297 } else if(hit.left || hit.right) {