Made fire bullet handling complementary to ice bullet handling
[supertux.git] / src / badguy / poisonivy.cpp
index dfcfa3d..e881933 100644 (file)
 #include "random_generator.hpp"
 #include "object/sprite_particle.hpp"
 
-static const float WALKSPEED = 80;
-
 PoisonIvy::PoisonIvy(const lisp::Lisp& reader)
-       : BadGuy(reader, "images/creatures/poison_ivy/poison_ivy.sprite")
+       : WalkingBadguy(reader, "images/creatures/poison_ivy/poison_ivy.sprite", "left", "right")
 {
-  set_direction = false;
-  reader.get("direction", direction);
-  if( direction != "auto" && direction != ""){
-    set_direction = true;
-    initial_direction = str2dir( direction );
-  }
+  walk_speed = 80;
 }
 
 PoisonIvy::PoisonIvy(const Vector& pos, Direction d)
-       : BadGuy(pos, "images/creatures/poison_ivy/poison_ivy.sprite")
+       : WalkingBadguy(pos, d, "images/creatures/poison_ivy/poison_ivy.sprite", "left", "right")
 {
-  set_direction = true;
-  initial_direction = d;
+  walk_speed = 80;
 }
 
 void
 PoisonIvy::write(lisp::Writer& writer)
 {
   writer.start_list("poisonivy");
-
-  writer.write_string("direction", direction);
-  writer.write_float("x", start_position.x);
-  writer.write_float("y", start_position.y);
-
+  WalkingBadguy::write(writer);
   writer.end_list("poisonivy");
 }
 
-void
-PoisonIvy::activate()
-{
-  if (set_direction) {dir = initial_direction;}
-  physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
-  sprite->set_action(dir == LEFT ? "left" : "right");
-}
-
 bool
 PoisonIvy::collision_squished(Player& player)
 {
   sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
-   // spawn some particles
-    // TODO: provide convenience function in MovingSprite or MovingObject?
-          for (int i = 0; i < 3; i++) {
-            Vector ppos = bbox.get_middle();
-            float angle = systemRandom.randf(-M_PI_2, M_PI_2);
-            float velocity = systemRandom.randf(350, 400);
-            float vx = sin(angle)*velocity;
-            float vy = -cos(angle)*velocity;
-            Vector pspeed = Vector(vx, vy);
-            Vector paccel = Vector(0, 100);
-            Sector::current()->add_object(new SpriteParticle("images/objects/particles/poisonivy.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
-          }
+  // spawn some particles
+  // TODO: provide convenience function in MovingSprite or MovingObject?
+  for (int i = 0; i < 3; i++) {
+    Vector ppos = bbox.get_middle();
+    float angle = systemRandom.randf(-M_PI_2, M_PI_2);
+    float velocity = systemRandom.randf(350, 400);
+    float vx = sin(angle)*velocity;
+    float vy = -cos(angle)*velocity;
+    Vector pspeed = Vector(vx, vy);
+    Vector paccel = Vector(0, 100);
+    Sector::current()->add_object(new SpriteParticle("images/objects/particles/poisonivy.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
+  }
   kill_squished(player);
   return true;
 }
 
-HitResponse
-PoisonIvy::collision_solid(GameObject& , const CollisionHit& hit)
-{
-  if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
-    physic.set_velocity_y(0);
-  } else { // hit right or left
-    dir = dir == LEFT ? RIGHT : LEFT;
-    sprite->set_action(dir == LEFT ? "left" : "right");
-    physic.set_velocity_x(-physic.get_velocity_x());
-  }
-
-  return CONTINUE;
-}
-
-HitResponse
-PoisonIvy::collision_badguy(BadGuy& , const CollisionHit& hit)
-{
-  if(fabsf(hit.normal.x) > .8) { // left or right hit
-    dir = dir == LEFT ? RIGHT : LEFT;
-    sprite->set_action(dir == LEFT ? "left" : "right");
-    physic.set_velocity_x(-physic.get_velocity_x());       
-  }
-
-  return CONTINUE;
-}
-
 IMPLEMENT_FACTORY(PoisonIvy, "poisonivy")