#include "audio/sound_manager.hpp"
#include "audio/sound_source.hpp"
+/**
+ * Base class for moving sprites that can hurt the Player.
+ */
class BadGuy : public MovingSprite, protected UsesPhysic, public Serializable
{
public:
* calls active_update and inactive_update
*/
virtual void update(float elapsed_time);
- /** Called when a collision with another object occured. The default
- * implemetnation calls collision_player, collision_solid, collision_badguy
+ /** Called when a collision with another object occurred. The default
+ * implementation calls collision_player, collision_solid, collision_badguy
* and collision_squished
*/
virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
- /** Called when a collision with tile with special attributes occured */
+ /** Called when a collision with tile with special attributes occurred */
virtual void collision_tile(uint32_t tile_attributes);
/** Set the badguy to kill/falling state, which makes him falling of the
* screen (his sprite is turned upside-down)
*/
virtual void kill_fall();
+
+ /** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */
+ virtual void run_dead_script();
/** Writes out the badguy into the included lisp::Writer. Useful e.g. when
* converting an old-format level to the new format.
*/
- virtual void save(lisp::Writer& writer);
+ virtual void write(lisp::Writer& writer);
/**
* True if this badguy can break bricks or open bonusblocks in his current form.
/** called each frame when the badguy is not activated. */
virtual void inactive_update(float elapsed_time);
+ bool is_initialized; /**< true if initialize() has already been called */
+ /** called immediately before the first call to initialize */
+ virtual void initialize();
/**
* called when the badguy has been activated. (As a side effect the dir
* variable might have been changed so that it faces towards the player.
*/
Player* get_nearest_player();
- /// is the enemy activated
- bool activated;
/**
* initial position of the enemy. Also the position where enemy respawns when
* after being deactivated.
bool ignited; /**< true if this badguy is currently on fire */
std::string dead_script; /**< script to execute when badguy is killed */
- bool draw_dead_script_hint; /**< whether to draw a visual indication that this Badguy triggers a script */
+
+ /**
+ * Returns true if we were in STATE_ACTIVE at the beginning of the last call to update()
+ */
+ bool is_active();
+
+ void set_colgroup_active(CollisionGroup group); /**< changes colgroup_active. Also calls set_group when badguy is in STATE_ACTIVE */
private:
void try_activate();
State state;
+ bool is_active_flag; /**< true if state was STATE_ACTIVE at the beginning of the last call to update() */
Timer state_timer;
bool on_ground_flag; /**< true if we touched something solid from above and update_on_ground_flag was called last frame */
Vector floor_normal; /**< floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above */
+ CollisionGroup colgroup_active; /**< CollisionGroup the badguy should be in while active */
};