Butt-jump stops gliding
[supertux.git] / src / badguy / kugelblitz.cpp
index 6b6e81e..cfc900f 100644 (file)
@@ -22,6 +22,7 @@
 #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  RAND_SPEED 150
 
 Kugelblitz::Kugelblitz(const Reader& reader) :
-  BadGuy(reader, "images/creatures/kugelblitz/kugelblitz.sprite"), 
+  BadGuy(reader, "images/creatures/kugelblitz/kugelblitz.sprite"),
   pos_groundhit(),
   groundhit_pos_set(false),
   dying(),
   movement_timer(),
   lifetime(),
   direction(),
-  state()
+  light(0.0f,0.0f,0.0f),
+  lightsprite(SpriteManager::current()->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
@@ -93,10 +98,10 @@ Kugelblitz::collision_badguy(BadGuy& other , const CollisionHit& chit)
 }
 
 HitResponse
-Kugelblitz::hit(const CollisionHit& hit)
+Kugelblitz::hit(const CollisionHit& hit_)
 {
   // hit floor?
-  if(hit.bottom) {
+  if(hit_.bottom) {
     if (!groundhit_pos_set)
     {
       pos_groundhit = get_pos();
@@ -111,7 +116,7 @@ Kugelblitz::hit(const CollisionHit& hit)
     movement_timer.start(MOVETIME);
     lifetime.start(LIFETIME);
 
-  } else if(hit.top) { // bumped on roof
+  } else if(hit_.top) { // bumped on roof
     physic.set_velocity_y(0);
   }
 
@@ -150,6 +155,22 @@ Kugelblitz::active_update(float elapsed_time)
 }
 
 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()
 {
 }
@@ -172,17 +193,17 @@ Kugelblitz::try_activate()
   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();
+  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)) {
+        Player* player__ = get_nearest_player();
+        if (player__ && (player__->get_bbox().p1.x > get_bbox().p2.x)) {
           dir = RIGHT;
         } else {
           dir = LEFT;