-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-#include <config.h>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include "sspiky.hpp"
+#include "badguy/sspiky.hpp"
-static const float WALKSPEED = 80;
-static const float WAKE_TIME = .5;
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
-SSpiky::SSpiky(const lisp::Lisp& reader)
+SSpiky::SSpiky(const Reader& reader)
+ : WalkingBadguy(reader, "images/creatures/spiky/sleepingspiky.sprite", "left", "right"), state(SSPIKY_SLEEPING)
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("images/creatures/spiky/sleepingspiky.sprite");
- state = SSPIKY_SLEEPING;
+ walk_speed = 80;
+ max_drop_height = 600;
}
void
-SSpiky::write(lisp::Writer& writer)
+SSpiky::initialize()
{
- writer.start_list("sspiky");
-
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
-
- writer.end_list("sspiky");
-}
-
-void
-SSpiky::activate()
-{
- //FIXME: turns sspiky around for debugging
- dir = dir == LEFT ? RIGHT : LEFT;
-
state = SSPIKY_SLEEPING;
physic.set_velocity_x(0);
sprite->set_action(dir == LEFT ? "sleeping-left" : "sleeping-right");
}
-
-
-HitResponse
-SSpiky::collision_solid(GameObject& , const CollisionHit& hit)
+void
+SSpiky::collision_solid(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());
+ if(state != SSPIKY_WALKING) {
+ BadGuy::collision_solid(hit);
+ return;
}
-
- return CONTINUE;
+ WalkingBadguy::collision_solid(hit);
}
HitResponse
-SSpiky::collision_badguy(BadGuy& , const CollisionHit& hit)
+SSpiky::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
{
- if(state != SSPIKY_WALKING) return CONTINUE;
-
- if(fabsf(hit.normal.x) > .8) { // left or right
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
+ if(state != SSPIKY_WALKING) {
+ return BadGuy::collision_badguy(badguy, hit);
}
-
- return CONTINUE;
+ return WalkingBadguy::collision_badguy(badguy, hit);
}
-void
+void
SSpiky::active_update(float elapsed_time) {
- BadGuy::active_update(elapsed_time);
+
+ if(state == SSPIKY_WALKING) {
+ WalkingBadguy::active_update(elapsed_time);
+ return;
+ }
if(state == SSPIKY_SLEEPING) {
Player* player = this->get_nearest_player();
if (player) {
- Rect mb = this->get_bbox();
- Rect pb = player->get_bbox();
+ Rectf mb = this->get_bbox();
+ Rectf pb = player->get_bbox();
bool inReach_left = (pb.p2.x >= mb.p2.x-((dir == LEFT) ? 256 : 0));
bool inReach_right = (pb.p1.x <= mb.p1.x+((dir == RIGHT) ? 256 : 0));
- bool inReach_top = (pb.p2.y >= mb.p2.y);
- bool inReach_bottom = (pb.p1.y <= mb.p1.y);
+ bool inReach_top = (pb.p2.y >= mb.p1.y);
+ bool inReach_bottom = (pb.p1.y <= mb.p2.y);
if (inReach_left && inReach_right && inReach_top && inReach_bottom) {
// wake up
- sprite->set_action(dir == LEFT ? "waking-left" : "waking-right");
- if(!timer.started()) timer.start(WAKE_TIME);
+ sprite->set_action(dir == LEFT ? "waking-left" : "waking-right", 1);
state = SSPIKY_WAKING;
}
}
+
+ BadGuy::active_update(elapsed_time);
}
if(state == SSPIKY_WAKING) {
- if(timer.check()) {
+ if(sprite->animation_done()) {
// start walking
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
state = SSPIKY_WALKING;
+ WalkingBadguy::initialize();
}
+
+ BadGuy::active_update(elapsed_time);
}
}
-IMPLEMENT_FACTORY(SSpiky, "sspiky")
+void
+SSpiky::freeze()
+{
+ WalkingBadguy::freeze();
+ state = SSPIKY_WALKING; // if we get hit while sleeping, wake up :)
+}
+
+bool
+SSpiky::is_freezable() const
+{
+ return true;
+}
+
+/* EOF */