#include <math.h>
namespace {
-const float KICKSPEED = 500;
-const int MAXSQUISHES = 10;
-const float KICKSPEED_Y = -500; /**< y-velocity gained when kicked */
+const float SNAIL_KICK_SPEED = 500;
+const int MAX_SNAIL_SQUISHES = 10;
+const float SNAIL_KICK_SPEED_Y = -500; /**< y-velocity gained when kicked */
}
Snail::Snail(const Reader& reader) :
WalkingBadguy(reader, "images/creatures/snail/snail.sprite", "left", "right"),
state(STATE_NORMAL),
- flat_timer(),
kicked_delay_timer(),
squishcount(0)
{
Snail::Snail(const Vector& pos, Direction d) :
WalkingBadguy(pos, d, "images/creatures/snail/snail.sprite", "left", "right"),
state(STATE_NORMAL),
- flat_timer(),
kicked_delay_timer(),
squishcount(0)
{
Snail::be_flat()
{
state = STATE_FLAT;
- sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
- sprite->set_fps(64);
+ sprite->set_action(dir == LEFT ? "flat-left" : "flat-right", 1);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
-
- flat_timer.start(4);
}
void
Snail::be_kicked()
{
state = STATE_KICKED_DELAY;
- sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
- sprite->set_fps(64);
+ 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
case STATE_NORMAL:
WalkingBadguy::active_update(elapsed_time);
- break;
+ return;
case STATE_FLAT:
- if (flat_timer.started()) {
- sprite->set_fps(64 - 15 * flat_timer.get_timegone());
- }
- if (flat_timer.check()) {
+ if (sprite->animation_done()) {
be_normal();
}
- BadGuy::active_update(elapsed_time);
break;
case STATE_KICKED_DELAY:
if (kicked_delay_timer.check()) {
- physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
- physic.set_velocity_y(KICKSPEED_Y);
+ physic.set_velocity_x(dir == LEFT ? -SNAIL_KICK_SPEED : SNAIL_KICK_SPEED);
+ physic.set_velocity_y(SNAIL_KICK_SPEED_Y);
state = STATE_KICKED;
}
- BadGuy::active_update(elapsed_time);
break;
case STATE_KICKED:
physic.set_velocity_x(physic.get_velocity_x() * pow(0.99, elapsed_time/0.02));
- if (fabsf(physic.get_velocity_x()) < walk_speed) be_normal();
- BadGuy::active_update(elapsed_time);
+ if (sprite->animation_done() || (fabsf(physic.get_velocity_x()) < walk_speed)) be_normal();
break;
}
+
+ BadGuy::active_update(elapsed_time);
}
void
Snail::collision_solid(const CollisionHit& hit)
{
- update_on_ground_flag(hit);
-
switch (state) {
case STATE_NORMAL:
WalkingBadguy::collision_solid(hit);
- break;
- case STATE_FLAT:
- if(hit.top || hit.bottom) {
- physic.set_velocity_y(0);
- }
- if(hit.left || hit.right) {
- }
- break;
- case STATE_KICKED_DELAY:
- if(hit.top || hit.bottom) {
- physic.set_velocity_y(0);
- }
- if(hit.left || hit.right) {
- physic.set_velocity_x(0);
- }
- break;
+ return;
case STATE_KICKED:
- if(hit.top || hit.bottom) {
- physic.set_velocity_y(0);
- }
if(hit.left || hit.right) {
sound_manager->play("sounds/iceblock_bump.wav", get_pos());
dir = (dir == LEFT) ? RIGHT : LEFT;
sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
- physic.set_velocity_x(-physic.get_velocity_x()*0.75);
- if (fabsf(physic.get_velocity_x()) < walk_speed) be_normal();
+ physic.set_velocity_x(-physic.get_velocity_x());
}
-
+ }
+ /* fall-through */
+ case STATE_FLAT:
+ case STATE_KICKED_DELAY:
+ if(hit.top || hit.bottom) {
+ physic.set_velocity_y(0);
}
break;
}
+ update_on_ground_flag(hit);
+
}
HitResponse
return ABORT_MOVE;
}
+HitResponse
+Snail::collision_player(Player& player, const CollisionHit& 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)
{
+ 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 >= MAXSQUISHES) || (player && player->does_buttjump)) {
+ if (squishcount >= MAX_SNAIL_SQUISHES) {
kill_fall();
return true;
}
- }
-
- sound_manager->play("sounds/stomp.wav", get_pos());
- be_flat();
- break;
+ sound_manager->play("sounds/stomp.wav", get_pos());
+ be_flat();
+ break;
case STATE_FLAT:
sound_manager->play("sounds/kick.wav", get_pos());
}
- Player* player = dynamic_cast<Player*>(&object);
if (player) player->bounce(*this);
return true;
}