#include "badguy/owl.hpp"
+#include "audio/sound_manager.hpp"
+#include "object/anchor_point.hpp"
+#include "object/player.hpp"
+#include "object/rock.hpp"
#include "sprite/sprite.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
-#include "object/player.hpp"
-#include "object/rock.hpp"
#include "util/reader.hpp"
#include "util/log.hpp"
#define ACTIVATION_DISTANCE 128.0
Owl::Owl(const Reader& reader) :
- BadGuy(reader, "images/creatures/owl/owl.sprite"),
- carried_obj_name("rock"),
+ BadGuy(reader, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
+ carried_obj_name("skydive"),
carried_object(NULL)
{
reader.get("carry", carried_obj_name);
}
Owl::Owl(const Vector& pos, Direction d) :
- BadGuy(pos, d, "images/creatures/owl/owl.sprite"),
- carried_obj_name("rock"),
+ BadGuy(pos, d, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
+ carried_obj_name("skydive"),
carried_object(NULL)
{
set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
if (carried_object != NULL) {
if (!is_above_player ()) {
- Vector obj_pos = get_pos ();
-
- obj_pos.y += bbox.get_height ();
- carried_object->grab (*this, obj_pos, dir);
+ Vector obj_pos = get_anchor_pos (bbox, ANCHOR_BOTTOM);
+ obj_pos.x -= 16.0; /* FIXME: Actually do use the half width of the carried object here. */
+ obj_pos.y += 3.0; /* Move a little away from the hitbox (the body). Looks nicer. */
+
+ //To drop enemie before leave the screen
+ if (obj_pos.x<=16 || obj_pos.x+16>=Sector::current()->get_width()){
+ carried_object->ungrab (*this, dir);
+ carried_object = NULL;
+ }
+
+ else
+ carried_object->grab (*this, obj_pos, dir);
}
else { /* if (is_above_player) */
carried_object->ungrab (*this, dir);
}
void
+Owl::kill_fall()
+{
+ sound_manager->play("sounds/fall.wav", get_pos());
+ physic.set_velocity_y(0);
+ physic.set_acceleration_y(0);
+ physic.enable_gravity(true);
+ set_state(STATE_FALLING);
+
+ if (carried_object != NULL) {
+ carried_object->ungrab (*this, dir);
+ carried_object = NULL;
+ }
+
+ // start dead-script
+ run_dead_script();
+}
+
+void
Owl::collision_solid(const CollisionHit& hit)
{
if(hit.top || hit.bottom) {
} else if(hit.left || hit.right) {
if (dir == LEFT) {
set_action ("right", /* loops = */ -1);
+ dir = RIGHT;
physic.set_velocity_x (FLYING_SPEED);
}
else {
set_action ("left", /* loops = */ -1);
+ dir = LEFT;
physic.set_velocity_x (-FLYING_SPEED);
}
}