#include <sstream>
static const float SQUISH_TIME = 2;
-
-static const float X_OFFSCREEN_DISTANCE = 1600;
-static const float Y_OFFSCREEN_DISTANCE = 1200;
+
+static const float X_OFFSCREEN_DISTANCE = 1280;
+static const float Y_OFFSCREEN_DISTANCE = 800;
+static const int LAYER_FALLING = 500;
BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
- MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
+ MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
physic(),
- countMe(true),
+ countMe(true),
is_initialized(false),
start_position(),
- dir(LEFT),
- start_dir(AUTO),
- frozen(false),
+ dir(LEFT),
+ start_dir(AUTO),
+ frozen(false),
ignited(false),
dead_script(),
- state(STATE_INIT),
+ state(STATE_INIT),
is_active_flag(),
state_timer(),
on_ground_flag(false),
}
BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) :
- MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
+ MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
physic(),
- countMe(true),
- is_initialized(false),
+ countMe(true),
+ is_initialized(false),
start_position(),
- dir(direction),
- start_dir(direction),
- frozen(false),
+ dir(direction),
+ start_dir(direction),
+ frozen(false),
ignited(false),
dead_script(),
- state(STATE_INIT),
+ state(STATE_INIT),
is_active_flag(),
state_timer(),
- on_ground_flag(false),
+ on_ground_flag(false),
floor_normal(),
colgroup_active(COLGROUP_MOVING)
{
}
BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) :
- MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED),
+ MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED),
physic(),
- countMe(true),
- is_initialized(false),
+ countMe(true),
+ is_initialized(false),
start_position(),
- dir(LEFT),
+ dir(LEFT),
start_dir(AUTO),
- frozen(false),
- ignited(false),
+ frozen(false),
+ ignited(false),
dead_script(),
- state(STATE_INIT),
+ state(STATE_INIT),
is_active_flag(),
state_timer(),
- on_ground_flag(false),
+ on_ground_flag(false),
floor_normal(),
colgroup_active(COLGROUP_MOVING)
{
return;
if(state == STATE_FALLING) {
DrawingEffect old_effect = context.get_drawing_effect();
- context.set_drawing_effect((DrawingEffect) (old_effect | VERTICAL_FLIP));
+ context.set_drawing_effect(old_effect | VERTICAL_FLIP);
sprite->draw(context, get_pos(), layer);
context.set_drawing_effect(old_effect);
} else {
if(!Sector::current()->inside(bbox)) {
is_active_flag = false;
remove_me();
+ if(countMe) {
+ // get badguy name from sprite_name ignoring path and extension
+ std::string badguy = sprite_name.substr(0, sprite_name.length() - 7);
+ int path_chars = badguy.rfind("/",badguy.length());
+ badguy = badguy.substr(path_chars + 1, badguy.length() - path_chars);
+ // log warning since badguys_killed can no longer reach total_badguys
+ std::string current_level = "[" + Sector::current()->get_level()->filename + "] ";
+ log_warning << current_level << "Counted badguy " << badguy << " starting at " << start_position << " has left the sector" <<std::endl;;
+ }
return;
}
if ((state != STATE_INACTIVE) && is_offscreen()) {
BadGuy::active_update(float elapsed_time)
{
movement = physic.get_movement(elapsed_time);
+ if(frozen)
+ sprite->stop_animation();
}
void
void
BadGuy::collision_tile(uint32_t tile_attributes)
{
+ // Don't kill badguys that have already been killed
+ if (!is_active()) return;
+
if(tile_attributes & Tile::HURTS) {
if (tile_attributes & Tile::FIRE) {
if (is_flammable()) ignite();
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {
+ /* Badguys don't let badguys squish other badguys. It's bad. */
+#if 0
// hit from above?
if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
if(collision_squished(*badguy)) {
return ABORT_MOVE;
}
}
+#endif
return collision_badguy(*badguy, hit);
}
// hit from above?
if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
if(collision_squished(*player)) {
- return ABORT_MOVE;
+ return FORCE_MOVE;
}
}
return ABORT_MOVE;
}
+ //TODO: unfreeze timer
if(frozen)
- unfreeze();
+ //unfreeze();
+ return FORCE_MOVE;
+
player.kill(false);
return FORCE_MOVE;
}
}
bool
-BadGuy::collision_squished(GameObject& )
+BadGuy::collision_squished(GameObject& object)
{
- return false;
+ // frozen badguys can be killed with butt-jump
+ if(frozen)
+ {
+ Player* player = dynamic_cast<Player*>(&object);
+ if(player && (player->does_buttjump)) {
+ player->bounce(*this);
+ kill_fall();//TODO: shatter frozen badguys
+ return true;
+ }
+ }
+ return false;
}
HitResponse
void
BadGuy::kill_squished(GameObject& object)
{
+ if (!is_active()) return;
+
sound_manager->play("sounds/squish.wav", get_pos());
physic.enable_gravity(true);
physic.set_velocity_x(0);
void
BadGuy::kill_fall()
{
+ if (!is_active()) return;
+
sound_manager->play("sounds/fall.wav", get_pos());
physic.set_velocity_y(0);
physic.set_acceleration_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
+ layer = LAYER_FALLING;
// start dead-script
run_dead_script();
Sector::current()->get_level()->stats.badguys++;
countMe = false;
-
+
// start dead-script
if(dead_script != "") {
std::istringstream stream(dead_script);
Player*
BadGuy::get_nearest_player()
{
- // FIXME: does not really return nearest player
-
- std::vector<Player*> players = Sector::current()->get_players();
- for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
- Player* player = *playerIter;
- if (player->is_dying() || player->is_dead()) continue;
- return player;
- }
-
- return 0;
+ return Sector::current()->get_nearest_player (this->get_bbox ());
}
void
{
set_group(COLGROUP_MOVING_STATIC);
frozen = true;
+
+ if(sprite->has_action("iced-left"))
+ sprite->set_action(dir == LEFT ? "iced-left" : "iced-right", 1);
+ // when no iced action exists, default to shading badguy blue
+ else
+ {
+ sprite->set_color(Color(0.60, 0.72, 0.88f));
+ sprite->stop_animation();
+ }
}
void
{
set_group(colgroup_active);
frozen = false;
+
+ // restore original color if needed
+ if(!sprite->has_action("iced-left"))
+ {
+ sprite->set_color(Color(1.00, 1.00, 1.00f));
+ sprite->set_animation_loops();
+ }
}
bool
{
return ignited;
}
-
-void
+
+void
BadGuy::set_colgroup_active(CollisionGroup group)
{
this->colgroup_active = group;
- if (state == STATE_ACTIVE) set_group(group);
+ if (state == STATE_ACTIVE) set_group(group);
}
/* EOF */