#include <sstream>
static const float SQUISH_TIME = 2;
-
+
static const float X_OFFSCREEN_DISTANCE = 1280;
static const float Y_OFFSCREEN_DISTANCE = 800;
-BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
- MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
+BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name_, int layer_) :
+ 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),
{
start_position = bbox.p1;
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
-BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) :
- MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
+BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name_, int layer_) :
+ 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)
{
start_position = bbox.p1;
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
-BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) :
- MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED),
+BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name_, int layer_) :
+ 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)
{
reader.get("dead-script", dead_script);
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
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 {
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;;
+ 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;
}
BadGuy::active_update(float elapsed_time)
{
movement = physic.get_movement(elapsed_time);
+ if(frozen)
+ sprite->stop_animation();
}
void
// hit from above?
if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
+ if(player->is_stone()) {
+ kill_fall();
+ return FORCE_MOVE;
+ }
if(collision_squished(*player)) {
return FORCE_MOVE;
}
}
+ if(player->is_stone()) {
+ collision_solid(hit);
+ return FORCE_MOVE;
+ }
+
return collision_player(*player, hit);
}
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
{
if (!is_active()) return;
- sound_manager->play("sounds/squish.wav", get_pos());
+ SoundManager::current()->play("sounds/squish.wav", get_pos());
physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
{
if (!is_active()) return;
- sound_manager->play("sounds/fall.wav", get_pos());
+ SoundManager::current()->play("sounds/fall.wav", get_pos());
physic.set_velocity_y(0);
physic.set_acceleration_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
+ // Set the badguy layer to be the foremost, so that
+ // this does not reveal secret tilemaps:
+ layer = Sector::current()->get_foremost_layer() + 1;
+
// 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);
}
void
-BadGuy::set_state(State state)
+BadGuy::set_state(State state_)
{
- if(this->state == state)
+ if(this->state == state_)
return;
State laststate = this->state;
- this->state = state;
- switch(state) {
+ this->state = state_;
+ switch(state_) {
case STATE_SQUISHED:
state_timer.start(SQUISH_TIME);
break;
// if starting direction was set to AUTO, this is our chance to re-orient the badguy
if (start_dir == AUTO) {
- Player* player = get_nearest_player();
- if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
+ Player* player_ = get_nearest_player();
+ if (player_ && (player_->get_bbox().p1.x > get_bbox().p2.x)) {
dir = RIGHT;
} else {
dir = LEFT;
{
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
-BadGuy::set_colgroup_active(CollisionGroup group)
+
+void
+BadGuy::set_colgroup_active(CollisionGroup group_)
{
- this->colgroup_active = group;
- if (state == STATE_ACTIVE) set_group(group);
+ this->colgroup_active = group_;
+ if (state == STATE_ACTIVE) set_group(group_);
}
/* EOF */