}
Snail::Snail(const Reader& reader) :
- WalkingBadguy(reader, "images/creatures/snail/snail.sprite", "left", "right"),
- state(STATE_NORMAL),
+ WalkingBadguy(reader, "images/creatures/snail/snail.sprite", "left", "right"),
+ state(STATE_NORMAL),
kicked_delay_timer(),
squishcount(0)
{
walk_speed = 80;
max_drop_height = 600;
- sound_manager->preload("sounds/iceblock_bump.wav");
- sound_manager->preload("sounds/stomp.wav");
- sound_manager->preload("sounds/kick.wav");
+ SoundManager::current()->preload("sounds/iceblock_bump.wav");
+ SoundManager::current()->preload("sounds/stomp.wav");
+ SoundManager::current()->preload("sounds/kick.wav");
}
Snail::Snail(const Vector& pos, Direction d) :
- WalkingBadguy(pos, d, "images/creatures/snail/snail.sprite", "left", "right"),
- state(STATE_NORMAL),
+ WalkingBadguy(pos, d, "images/creatures/snail/snail.sprite", "left", "right"),
+ state(STATE_NORMAL),
kicked_delay_timer(),
squishcount(0)
{
walk_speed = 80;
max_drop_height = 600;
- sound_manager->preload("sounds/iceblock_bump.wav");
- sound_manager->preload("sounds/stomp.wav");
- sound_manager->preload("sounds/kick.wav");
+ SoundManager::current()->preload("sounds/iceblock_bump.wav");
+ SoundManager::current()->preload("sounds/stomp.wav");
+ SoundManager::current()->preload("sounds/kick.wav");
}
void
state = STATE_KICKED_DELAY;
sprite->set_action(dir == LEFT ? "flat-left" : "flat-right", 1);
- physic.set_velocity_x(0);
+ physic.set_velocity_x(dir == LEFT ? -SNAIL_KICK_SPEED : SNAIL_KICK_SPEED);
physic.set_velocity_y(0);
// start a timer to delay addition of upward movement until we are (hopefully) out from under the player
void
Snail::active_update(float elapsed_time)
{
+ if(frozen)
+ {
+ BadGuy::active_update(elapsed_time);
+ return;
+ }
+
switch (state) {
case STATE_NORMAL:
BadGuy::active_update(elapsed_time);
}
+bool
+Snail::is_freezable() const
+{
+ return true;
+}
+
void
Snail::collision_solid(const CollisionHit& hit)
{
+ if(frozen)
+ {
+ WalkingBadguy::collision_solid(hit);
+ return;
+ }
+
switch (state) {
case STATE_NORMAL:
WalkingBadguy::collision_solid(hit);
return;
case STATE_KICKED:
if(hit.left || hit.right) {
- sound_manager->play("sounds/iceblock_bump.wav", get_pos());
+ SoundManager::current()->play("sounds/iceblock_bump.wav", get_pos());
if( ( dir == LEFT && hit.left ) || ( dir == RIGHT && hit.right) ){
dir = (dir == LEFT) ? RIGHT : LEFT;
HitResponse
Snail::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
{
+ if(frozen)
+ return WalkingBadguy::collision_badguy(badguy, hit);
+
switch(state) {
case STATE_NORMAL:
return WalkingBadguy::collision_badguy(badguy, hit);
return ABORT_MOVE;
}
+HitResponse
+Snail::collision_player(Player& player, const CollisionHit& hit)
+{
+ if(frozen)
+ return WalkingBadguy::collision_player(player, hit);
+
+ // handle kicks from left or right side
+ if(state == STATE_FLAT && (hit.left || hit.right)) {
+ if(hit.left) {
+ dir = RIGHT;
+ } else if(hit.right) {
+ dir = LEFT;
+ }
+ player.kick();
+ be_kicked();
+ return FORCE_MOVE;
+ }
+
+ return BadGuy::collision_player(player, hit);
+}
+
bool
Snail::collision_squished(GameObject& object)
{
+ if(frozen)
+ return WalkingBadguy::collision_squished(object);
+
+ Player* player = dynamic_cast<Player*>(&object);
+ if(player && (player->does_buttjump || player->is_invincible())) {
+ kill_fall();
+ player->bounce(*this);
+ return true;
+ }
+
switch(state) {
case STATE_KICKED:
case STATE_NORMAL:
- {
- Player* player = dynamic_cast<Player*>(&object);
+
+ // Can't stomp in midair
+ if(!on_ground())
+ break;
+
squishcount++;
- if ((squishcount >= MAX_SNAIL_SQUISHES) || (player && player->does_buttjump)) {
+ if (squishcount >= MAX_SNAIL_SQUISHES) {
kill_fall();
return true;
}
- }
-
- sound_manager->play("sounds/stomp.wav", get_pos());
- be_flat();
- break;
+ SoundManager::current()->play("sounds/stomp.wav", get_pos());
+ be_flat();
+ break;
case STATE_FLAT:
- sound_manager->play("sounds/kick.wav", get_pos());
+ SoundManager::current()->play("sounds/kick.wav", get_pos());
{
MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
}
- Player* player = dynamic_cast<Player*>(&object);
if (player) player->bounce(*this);
return true;
}