Made buttjump a bit easier to perform
[supertux.git] / src / badguy / angrystone.cpp
index ff7c862..d44f9d8 100644 (file)
@@ -1,7 +1,7 @@
-//  $Id: angrystone.cpp 2979 2006-01-10 00:00:04Z matzebraun $
-// 
+//  $Id$
+//
 //  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
@@ -12,7 +12,7 @@
 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 //  GNU General Public License for more details.
-// 
+//
 //  You should have received a copy of the GNU General Public License
 //  along with this program; if not, write to the Free Software
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
@@ -29,12 +29,12 @@ static const float ATTACK_TIME = 1;
 static const float RECOVER_TIME = .5;
 
 AngryStone::AngryStone(const lisp::Lisp& reader)
+       : BadGuy(reader, "images/creatures/angrystone/angrystone.sprite"), state(IDLE)
 {
-  reader.get("x", start_position.x);
-  reader.get("y", start_position.y);
-  bbox.set_size(87.8, 87.8); // sprite is (88px, 88px)
-  sprite = sprite_manager->create("angrystone");
-  state = IDLE;
+  physic.set_velocity_x(0);
+  physic.set_velocity_y(0);
+  physic.enable_gravity(true);
+  sprite->set_action("idle");
 }
 
 void
@@ -49,18 +49,13 @@ AngryStone::write(lisp::Writer& writer)
 }
 
 void
-AngryStone::activate()
-{
-  physic.set_velocity_x(0);
-  physic.set_velocity_y(0);
-  physic.enable_gravity(true);
-  sprite->set_action("idle");
-}
-
-HitResponse
-AngryStone::collision_solid(GameObject& , const CollisionHit& hit)
+AngryStone::collision_solid(const CollisionHit& hit)
 {
-  if ((state == ATTACKING) && (hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
+  // TODO
+  (void) hit;
+#if 0
+  if ((state == ATTACKING) &&
+      (hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
     state = IDLE;
     sprite->set_action("idle");
     physic.set_velocity_x(0);
@@ -69,8 +64,7 @@ AngryStone::collision_solid(GameObject& , const CollisionHit& hit)
     oldWallDirection.x = attackDirection.x;
     oldWallDirection.y = attackDirection.y;
   }
-
-  return CONTINUE;
+#endif
 }
 
 void
@@ -90,12 +84,12 @@ AngryStone::collision_badguy(BadGuy& badguy, const CollisionHit& )
   return FORCE_MOVE;
 }
 
-void 
+void
 AngryStone::active_update(float elapsed_time) {
   BadGuy::active_update(elapsed_time);
 
   if (state == IDLE) {
-    MovingObject* player = Sector::current()->player;
+    MovingObject* player = this->get_nearest_player();
     MovingObject* badguy = this;
     const Vector playerPos = player->get_pos();
     const Vector badguyPos = badguy->get_pos();
@@ -111,10 +105,10 @@ AngryStone::active_update(float elapsed_time) {
     if ((dx > -playerWidth) && (dx < badguyWidth)) {
       if (dy > 0) {
         attackDirection.x = 0;
-        attackDirection.y = -1;
+        attackDirection.y = 1;
       } else {
         attackDirection.x = 0;
-        attackDirection.y = 1;
+        attackDirection.y = -1;
       }
       if ((attackDirection.x != oldWallDirection.x) || (attackDirection.y != oldWallDirection.y)) {
         sprite->set_action("charging");