#include "badguy/badguy.hpp"
-#include <math.h>
-
#include "audio/sound_manager.hpp"
#include "object/bullet.hpp"
#include "object/player.hpp"
#include "supertux/tile.hpp"
#include "util/reader.hpp"
+#include <math.h>
+#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),
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
+ log_warning << "Counted badguy " << badguy << " starting at " << start_position << " has left the sector" <<std::endl;;
+ }
return;
}
if ((state != STATE_INACTIVE) && is_offscreen()) {
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;
}
}
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();
Player* player = get_nearest_player();
if (!player) return false;
Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
- if ((dist.x <= X_OFFSCREEN_DISTANCE+32) && (dist.y <= Y_OFFSCREEN_DISTANCE+32)) {
+ // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
+ // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
+ if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
return false;
}
return true;
void
BadGuy::try_activate()
{
- // In SuperTux 0.1.x, Badguys were activated when Tux<->Badguy center distance was approx. <= ~668px
- // This doesn't work for wide-screen monitors which give us a virt. res. of approx. 1066px x 600px
+ // Don't activate if player is dying
Player* player = get_nearest_player();
if (!player) return;
- Vector dist = player->get_bbox().get_middle() - get_bbox().get_middle();
- if ((fabsf(dist.x) <= X_OFFSCREEN_DISTANCE) && (fabsf(dist.y) <= Y_OFFSCREEN_DISTANCE)) {
+
+ if (!is_offscreen()) {
set_state(STATE_ACTIVE);
if (!is_initialized) {
float y2 = bbox.p2.y + 1 + height;
if (dir == LEFT) {
x1 = bbox.p1.x - 1;
- x2 = bbox.p1.x - 1;
+ x2 = bbox.p1.x;
} else {
- x1 = bbox.p2.x + 1;
+ x1 = bbox.p2.x;
x2 = bbox.p2.x + 1;
}
return Sector::current()->is_free_of_statics(Rectf(x1, y1, x2, y2));
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