static const int SHAKE_RANGE_X = 40;
static const float SHAKE_TIME = .8f;
-static const float SQUISH_TIME = 2;
static const float SHAKE_RANGE_Y = 400;
Stalactite::Stalactite(const Reader& lisp) :
BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1),
timer(),
- state(STALACTITE_HANGING)
+ state(STALACTITE_HANGING),
+ shake_delta()
{
countMe = false;
set_colgroup_active(COLGROUP_TOUCHABLE);
}
}
} else if(state == STALACTITE_SHAKING) {
+ shake_delta = Vector(systemRandom.rand(-3,3), 0);
if(timer.check()) {
state = STALACTITE_FALLING;
physic.enable_gravity(true);
set_colgroup_active(COLGROUP_MOVING);
}
- } else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
+ } else if(state == STALACTITE_FALLING) {
movement = physic.get_movement(elapsed_time);
- if(state == STALACTITE_SQUISHED && timer.check())
- remove_me();
}
}
Stalactite::squish()
{
state = STALACTITE_SQUISHED;
- set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
+ physic.enable_gravity(true);
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+ set_state(STATE_SQUISHED);
sprite->set_action("squished");
- if(!timer.started())
- timer.start(SQUISH_TIME);
+ set_group(COLGROUP_MOVING_ONLY_STATIC);
+ run_dead_script();
}
void
other.kill_fall();
}
- remove_me();
-
return FORCE_MOVE;
}
void
Stalactite::draw(DrawingContext& context)
{
- if(get_state() != STATE_ACTIVE)
+ if(get_state() == STATE_INIT || get_state() == STATE_INACTIVE)
return;
if(state == STALACTITE_SQUISHED) {
sprite->draw(context, get_pos(), LAYER_OBJECTS);
- return;
- }
-
- if(state == STALACTITE_SHAKING) {
- sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), layer);
+ } else if(state == STALACTITE_SHAKING) {
+ sprite->draw(context, get_pos() + shake_delta, layer);
} else {
sprite->draw(context, get_pos(), layer);
}
remove_me();
}
-IMPLEMENT_FACTORY(Stalactite, "stalactite");
-
/* EOF */