1 // Zeekling - flyer that swoops down when she spots the player
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/zeekling.hpp"
22 #include "math/random_generator.hpp"
23 #include "object/player.hpp"
24 #include "sprite/sprite.hpp"
25 #include "supertux/object_factory.hpp"
27 Zeekling::Zeekling(const Reader& reader) :
28 BadGuy(reader, "images/creatures/zeekling/zeekling.sprite"),
37 speed = gameRandom.rand(130, 171);
38 physic.enable_gravity(false);
41 Zeekling::Zeekling(const Vector& pos, Direction d) :
42 BadGuy(pos, d, "images/creatures/zeekling/zeekling.sprite"),
51 speed = gameRandom.rand(130, 171);
52 physic.enable_gravity(false);
56 Zeekling::initialize()
58 physic.set_velocity_x(dir == LEFT ? -speed : speed);
59 sprite->set_action(dir == LEFT ? "left" : "right");
63 Zeekling::collision_squished(GameObject& object)
65 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
66 kill_squished(object);
71 Zeekling::onBumpHorizontal() {
74 physic.set_velocity_x(0);
77 if (state == FLYING) {
78 dir = (dir == LEFT ? RIGHT : LEFT);
79 sprite->set_action(dir == LEFT ? "left" : "right");
80 physic.set_velocity_x(dir == LEFT ? -speed : speed);
82 if (state == DIVING) {
83 dir = (dir == LEFT ? RIGHT : LEFT);
85 sprite->set_action(dir == LEFT ? "left" : "right");
86 physic.set_velocity_x(dir == LEFT ? -speed : speed);
87 physic.set_velocity_y(0);
89 if (state == CLIMBING) {
90 dir = (dir == LEFT ? RIGHT : LEFT);
91 sprite->set_action(dir == LEFT ? "left" : "right");
92 physic.set_velocity_x(dir == LEFT ? -speed : speed);
99 Zeekling::onBumpVertical() {
102 physic.set_velocity_y(0);
103 physic.set_velocity_x(0);
106 if (state == FLYING) {
107 physic.set_velocity_y(0);
109 if (state == DIVING) {
111 physic.set_velocity_y(-speed);
112 sprite->set_action(dir == LEFT ? "left" : "right");
114 if (state == CLIMBING) {
116 physic.set_velocity_y(0);
121 Zeekling::collision_solid(const CollisionHit& hit)
123 if(sprite->get_action() == "squished-left" ||
124 sprite->get_action() == "squished-right")
129 if(hit.top || hit.bottom) {
131 } else if(hit.left || hit.right) {
137 * linear prediction of player and badguy positions to decide if we should enter the DIVING state
140 Zeekling::should_we_dive() {
144 const MovingObject* player = this->get_nearest_player();
145 if (player && last_player && (player == last_player)) {
147 // get positions, calculate movement
148 const Vector player_pos = player->get_pos();
149 const Vector player_mov = (player_pos - last_player_pos);
150 const Vector self_pos = this->get_pos();
151 const Vector self_mov = (self_pos - last_self_pos);
153 // new vertical speed to test with
154 float vy = 2*fabsf(self_mov.x);
156 // do not dive if we are not above the player
157 float height = player_pos.y - self_pos.y;
158 if (height <= 0) return false;
160 // do not dive if we are too far above the player
161 if (height > 512) return false;
163 // do not dive if we would not descend faster than the player
164 float relSpeed = vy - player_mov.y;
165 if (relSpeed <= 0) return false;
167 // guess number of frames to descend to same height as player
168 float estFrames = height / relSpeed;
170 // guess where the player would be at this time
171 float estPx = (player_pos.x + (estFrames * player_mov.x));
173 // guess where we would be at this time
174 float estBx = (self_pos.x + (estFrames * self_mov.x));
176 // near misses are OK, too
177 if (fabsf(estPx - estBx) < 8) return true;
180 // update last player tracked, as well as our positions
181 last_player = player;
183 last_player_pos = player->get_pos();
184 last_self_pos = this->get_pos();
191 Zeekling::active_update(float elapsed_time) {
192 if (state == FLYING) {
193 if (should_we_dive()) {
195 physic.set_velocity_y(2*fabsf(physic.get_velocity_x()));
196 sprite->set_action(dir == LEFT ? "diving-left" : "diving-right");
198 BadGuy::active_update(elapsed_time);
200 } else if (state == DIVING) {
201 BadGuy::active_update(elapsed_time);
203 } else if (state == CLIMBING) {
204 // stop climbing when we're back at initial height
205 if (get_pos().y <= start_position.y) {
207 physic.set_velocity_y(0);
209 BadGuy::active_update(elapsed_time);
220 physic.enable_gravity(true);
227 physic.enable_gravity(false);
233 Zeekling::is_freezable() const