1 // IceCrusher - A block to stand on, which can drop down to crush the player
2 // Copyright (C) 2008 Christoph Sommer <christoph.sommer@2008.expires.deltadevelopment.de>
3 // Copyright (C) 2010 Florian Forster <supertux at octo.it>
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 "object/icecrusher.hpp"
20 #include "badguy/badguy.hpp"
21 #include "sprite/sprite.hpp"
22 #include "object/player.hpp"
23 #include "object/camera.hpp"
24 #include "supertux/object_factory.hpp"
25 #include "supertux/sector.hpp"
28 /* Maximum movement speed in pixels per LOGICAL_FPS */
29 const float MAX_DROP_SPEED = 10.0;
30 const float RECOVER_SPEED_NORMAL = -3.125;
31 const float RECOVER_SPEED_LARGE = -2.0;
32 const float DROP_ACTIVATION_DISTANCE = 4.0;
33 const float PAUSE_TIME_NORMAL = 0.5;
34 const float PAUSE_TIME_LARGE = 1.0;
37 IceCrusher::IceCrusher(const Reader& reader) :
38 MovingSprite(reader, "images/creatures/icecrusher/icecrusher.sprite", LAYER_OBJECTS, COLGROUP_STATIC),
45 start_position = get_bbox().p1;
46 set_state(state, true);
48 float sprite_width = sprite->get_width ();
49 if (sprite_width >= 128.0)
54 IceCrusher::IceCrusher(const IceCrusher& other)
55 : MovingSprite(other),
56 state(other.state), speed(other.speed)
58 start_position = get_bbox().p1;
59 set_state(state, true);
63 IceCrusher::set_state(IceCrusherState state, bool force)
65 if ((this->state == state) && (!force)) return;
68 set_group(COLGROUP_STATIC);
69 physic.enable_gravity (false);
70 sprite->set_action("idle");
73 set_group(COLGROUP_MOVING_STATIC);
75 physic.enable_gravity (true);
76 sprite->set_action("crushing");
79 set_group(COLGROUP_MOVING_STATIC);
80 physic.enable_gravity (false);
81 sprite->set_action("recovering");
84 log_debug << "IceCrusher in invalid state" << std::endl;
91 IceCrusher::collision(GameObject& other, const CollisionHit& hit)
93 Player* player = dynamic_cast<Player*>(&other);
95 /* If the other object is the player, and the collision is at the bottom of
96 * the ice crusher, hurt the player. */
97 if (player && hit.bottom) {
98 if(player->is_invincible()) {
99 if (state == CRUSHING)
100 set_state(RECOVERING);
104 if (state == CRUSHING)
105 set_state(RECOVERING);
108 BadGuy* badguy = dynamic_cast<BadGuy*>(&other);
116 IceCrusher::collision_solid(const CollisionHit& hit)
123 if (ic_size == LARGE) {
124 cooldown_timer = PAUSE_TIME_LARGE;
125 Sector::current()->camera->shake (/* frequency = */ .125f, /* x = */ 0.0, /* y = */ 16.0);
128 cooldown_timer = PAUSE_TIME_NORMAL;
129 Sector::current()->camera->shake (/* frequency = */ .1f, /* x = */ 0.0, /* y = */ 8.0);
131 set_state(RECOVERING);
137 log_debug << "IceCrusher in invalid state" << std::endl;
143 IceCrusher::update(float elapsed_time)
145 if (cooldown_timer >= elapsed_time)
147 cooldown_timer -= elapsed_time;
150 else if (cooldown_timer != 0.0)
152 elapsed_time -= cooldown_timer;
153 cooldown_timer = 0.0;
158 movement = Vector (0, 0);
163 movement = physic.get_movement (elapsed_time);
164 if (movement.y > MAX_DROP_SPEED)
165 movement.y = MAX_DROP_SPEED;
168 if (get_bbox().p1.y <= start_position.y+1) {
169 set_pos(start_position);
170 movement = Vector (0, 0);
171 if (ic_size == LARGE)
172 cooldown_timer = PAUSE_TIME_LARGE;
174 cooldown_timer = PAUSE_TIME_NORMAL;
178 if (ic_size == LARGE)
179 movement = Vector (0, RECOVER_SPEED_LARGE);
181 movement = Vector (0, RECOVER_SPEED_NORMAL);
185 log_debug << "IceCrusher in invalid state" << std::endl;
191 IceCrusher::found_victim()
193 Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
194 if (!player) return false;
196 const Rectf& player_bbox = player->get_bbox();
197 const Rectf& crusher_bbox = get_bbox();
198 if ((player_bbox.p1.y >= crusher_bbox.p2.y) /* player is below crusher */
199 && (player_bbox.p2.x > (crusher_bbox.p1.x - DROP_ACTIVATION_DISTANCE))
200 && (player_bbox.p1.x < (crusher_bbox.p2.x + DROP_ACTIVATION_DISTANCE)))