// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "badguy/kugelblitz.hpp"
+
+#include <math.h>
+
#include "math/random_generator.hpp"
#include "object/camera.hpp"
#include "object/player.hpp"
#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
#include "util/reader.hpp"
#define BASE_SPEED 200
#define RAND_SPEED 150
-static const float X_OFFSCREEN_DISTANCE = 1600;
-static const float Y_OFFSCREEN_DISTANCE = 1200;
-
Kugelblitz::Kugelblitz(const Reader& reader) :
BadGuy(reader, "images/creatures/kugelblitz/kugelblitz.sprite"),
pos_groundhit(),
movement_timer(),
lifetime(),
direction(),
- state()
+ state(),
+ light(0.0f,0.0f,0.0f),
+ lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light.sprite"))
{
reader.get("x", start_position.x);
sprite->set_action("falling");
physic.enable_gravity(false);
countMe = false;
+
+ lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+ lightsprite->set_color(Color(0.2f, 0.1f, 0.0f));
}
void
sprite->set_action("flying");
physic.set_velocity_y(0);
//Set random initial speed and direction
- direction = systemRandom.rand(2)? 1: -1;
- int speed = (BASE_SPEED + (systemRandom.rand(RAND_SPEED))) * direction;
+ direction = gameRandom.rand(2)? 1: -1;
+ int speed = (BASE_SPEED + (gameRandom.rand(RAND_SPEED))) * direction;
physic.set_velocity_x(speed);
movement_timer.start(MOVETIME);
lifetime.start(LIFETIME);
if (groundhit_pos_set) {
if (movement_timer.check()) {
if (direction == 1) direction = -1; else direction = 1;
- int speed = (BASE_SPEED + (systemRandom.rand(RAND_SPEED))) * direction;
+ int speed = (BASE_SPEED + (gameRandom.rand(RAND_SPEED))) * direction;
physic.set_velocity_x(speed);
movement_timer.start(MOVETIME);
}
}
void
+Kugelblitz::draw(DrawingContext& context)
+{
+ sprite->draw(context, get_pos(), layer);
+
+ //Only draw light in dark areas
+ context.get_light( get_bbox().get_middle(), &light );
+ if (light.red + light.green < 2.0){
+ context.push_target();
+ context.set_target(DrawingContext::LIGHTMAP);
+ sprite->draw(context, get_pos(), layer);
+ lightsprite->draw(context, get_bbox().get_middle(), 0);
+ context.pop_target();
+ }
+}
+
+void
Kugelblitz::kill_fall()
{
}
void
Kugelblitz::try_activate()
{
- //FIXME: Don't activate Kugelblitz before it's on-screen
- float scroll_x = Sector::current()->camera->get_translation().x;
- float scroll_y = Sector::current()->camera->get_translation().y;
-
- /* Activate badguys if they're just around the screen to avoid
- * the effect of having badguys suddenly popping up from nowhere.
- */
- if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x - bbox.get_width() &&
- start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = RIGHT;
- set_state(STATE_ACTIVE);
- activate();
- } else if (start_position.x > scroll_x &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
- start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = LEFT;
- set_state(STATE_ACTIVE);
- activate();
- } else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
- ((start_position.y > scroll_y &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) ||
- (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y))) {
- dir = start_position.x < scroll_x ? RIGHT : LEFT;
- set_state(STATE_ACTIVE);
- activate();
- } else if(state == STATE_INIT
- && start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
- && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
- && start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
- && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
- dir = LEFT;
+ // Much smaller offscreen distances to pop out of nowhere and surprise Tux
+ float X_OFFSCREEN_DISTANCE = 400;
+ float Y_OFFSCREEN_DISTANCE = 600;
+
+ 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)) {
set_state(STATE_ACTIVE);
+ if (!is_initialized) {
+
+ // 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)) {
+ dir = RIGHT;
+ } else {
+ dir = LEFT;
+ }
+ }
+
+ initialize();
+ is_initialized = true;
+ }
activate();
}
}
-IMPLEMENT_FACTORY(Kugelblitz, "kugelblitz");
-
/* EOF */