// $Id$
//
// AngryStone - A spiked block that charges towards the player
-// Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#include "angrystone.hpp"
+#include "lisp/writer.hpp"
+#include "object/player.hpp"
+#include "object_factory.hpp"
+#include "sprite/sprite.hpp"
+
static const float SPEED = 240;
static const float CHARGE_TIME = .5;
static const float RECOVER_TIME = .5;
AngryStone::AngryStone(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/angrystone/angrystone.sprite"), state(IDLE)
+ : BadGuy(reader, "images/creatures/angrystone/angrystone.sprite"), state(IDLE)
{
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+ physic.enable_gravity(true);
+ sprite->set_action("idle");
}
void
{
writer.start_list("angrystone");
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
+ writer.write("x", start_position.x);
+ writer.write("y", start_position.y);
writer.end_list("angrystone");
}
void
-AngryStone::activate()
-{
- physic.set_velocity_x(0);
- physic.set_velocity_y(0);
- physic.enable_gravity(true);
- sprite->set_action("idle");
-}
-
-void
AngryStone::collision_solid(const CollisionHit& hit)
{
// TODO
(void) hit;
#if 0
- if ((state == ATTACKING) &&
+ if ((state == ATTACKING) &&
(hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
state = IDLE;
sprite->set_action("idle");
return FORCE_MOVE;
}
-void
+void
AngryStone::active_update(float elapsed_time) {
BadGuy::active_update(elapsed_time);
if (state == IDLE) {
MovingObject* player = this->get_nearest_player();
- MovingObject* badguy = this;
- const Vector playerPos = player->get_pos();
- const Vector badguyPos = badguy->get_pos();
- float dx = (playerPos.x - badguyPos.x);
- float dy = (playerPos.y - badguyPos.y);
-
- float playerHeight = player->get_bbox().p2.y - player->get_bbox().p1.y;
- float badguyHeight = badguy->get_bbox().p2.y - badguy->get_bbox().p1.y;
-
- float playerWidth = player->get_bbox().p2.x - player->get_bbox().p1.x;
- float badguyWidth = badguy->get_bbox().p2.x - badguy->get_bbox().p1.x;
-
- if ((dx > -playerWidth) && (dx < badguyWidth)) {
- if (dy > 0) {
- attackDirection.x = 0;
- attackDirection.y = 1;
- } else {
- attackDirection.x = 0;
- attackDirection.y = -1;
- }
- if ((attackDirection.x != oldWallDirection.x) || (attackDirection.y != oldWallDirection.y)) {
- sprite->set_action("charging");
- timer.start(CHARGE_TIME);
- state = CHARGING;
+ if(player) {
+ MovingObject* badguy = this;
+ const Vector playerPos = player->get_pos();
+ const Vector badguyPos = badguy->get_pos();
+ float dx = (playerPos.x - badguyPos.x);
+ float dy = (playerPos.y - badguyPos.y);
+
+ float playerHeight = player->get_bbox().p2.y - player->get_bbox().p1.y;
+ float badguyHeight = badguy->get_bbox().p2.y - badguy->get_bbox().p1.y;
+
+ float playerWidth = player->get_bbox().p2.x - player->get_bbox().p1.x;
+ float badguyWidth = badguy->get_bbox().p2.x - badguy->get_bbox().p1.x;
+
+ if ((dx > -playerWidth) && (dx < badguyWidth)) {
+ if (dy > 0) {
+ attackDirection.x = 0;
+ attackDirection.y = 1;
+ } else {
+ attackDirection.x = 0;
+ attackDirection.y = -1;
+ }
+ if ((attackDirection.x != oldWallDirection.x) || (attackDirection.y != oldWallDirection.y)) {
+ sprite->set_action("charging");
+ timer.start(CHARGE_TIME);
+ state = CHARGING;
+ }
+ } else
+ if ((dy > -playerHeight) && (dy < badguyHeight)) {
+ if (dx > 0) {
+ attackDirection.x = 1;
+ attackDirection.y = 0;
+ } else {
+ attackDirection.x = -1;
+ attackDirection.y = 0;
+ }
+ if ((attackDirection.x != oldWallDirection.x) || (attackDirection.y != oldWallDirection.y)) {
+ sprite->set_action("charging");
+ timer.start(CHARGE_TIME);
+ state = CHARGING;
+ }
}
- } else
- if ((dy > -playerHeight) && (dy < badguyHeight)) {
- if (dx > 0) {
- attackDirection.x = 1;
- attackDirection.y = 0;
- } else {
- attackDirection.x = -1;
- attackDirection.y = 0;
- }
- if ((attackDirection.x != oldWallDirection.x) || (attackDirection.y != oldWallDirection.y)) {
- sprite->set_action("charging");
- timer.start(CHARGE_TIME);
- state = CHARGING;
- }
- }
+ }
}
if (state == CHARGING) {