// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
-
#include <config.h>
#include "badguy.h"
BadGuy::BadGuy()
: sprite(0), dir(LEFT), state(STATE_INIT)
{
- //Set hitpoints and bullet hitpoints
- hitpoints = 1;
- bullet_hitpoints = 1;
}
BadGuy::~BadGuy()
return;
if(state == STATE_FALLING) {
uint32_t old_effect = context.get_drawing_effect();
- context.set_drawing_effect(old_effect & VERTICAL_FLIP);
+ context.set_drawing_effect(old_effect | VERTICAL_FLIP);
sprite->draw(context, get_pos(), LAYER_OBJECTS);
context.set_drawing_effect(old_effect);
} else {
}
HitResponse
-BadGuy::collision_player(Player& player, const CollisionHit& hit)
+BadGuy::collision_player(Player& player, const CollisionHit& )
{
if(player.is_invincible()) {
kill_fall();
return ABORT_MOVE;
}
- if(hit.normal.y > .9) {
- //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
- // give badguys some invincible time (prevent them from being hit multiple times)
- hitpoints--;
- bullet_hitpoints--;
- if(collision_squished(player))
- return ABORT_MOVE;
- else if (hitpoints <= 0) {
- bullet_hitpoints = 0;
+ // hit from above?
+ if(player.get_movement().y > 0 && player.get_bbox().p2.y <
+ (get_bbox().p1.y + get_bbox().p2.y) / 2) {
+ // if it's not is it possible to squish us, then this will hurt
+ if(!collision_squished(player))
player.kill(Player::SHRINK);
- return FORCE_MOVE;
- }
+
+ return FORCE_MOVE;
}
player.kill(Player::SHRINK);
return FORCE_MOVE;
void
BadGuy::kill_fall()
{
- bullet_hitpoints--;
- if (bullet_hitpoints <= 0) {
- hitpoints = 0;
- sound_manager->play_sound("fall", this,
- Sector::current()->player->get_pos());
- physic.set_velocity_y(0);
- physic.enable_gravity(true);
- set_state(STATE_FALLING);
- }
+ sound_manager->play_sound("fall", this,
+ Sector::current()->player->get_pos());
+ physic.set_velocity_y(0);
+ physic.enable_gravity(true);
+ set_state(STATE_FALLING);
}
void