#include "badguy/stalactite.hpp"
+#include "audio/sound_manager.hpp"
#include "math/random_generator.hpp"
+#include "object/bullet.hpp"
#include "object/player.hpp"
#include "sprite/sprite.hpp"
#include "supertux/object_factory.hpp"
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);
+ SoundManager::current()->preload("sounds/cracking.wav");
+ SoundManager::current()->preload("sounds/sizzle.ogg");
+ SoundManager::current()->preload("sounds/icecrash.ogg");
}
void
&& player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
timer.start(SHAKE_TIME);
state = STALACTITE_SHAKING;
+ SoundManager::current()->play("sounds/cracking.wav", get_pos());
}
}
} else if(state == STALACTITE_SHAKING) {
+ shake_delta = Vector(graphicsRandom.rand(-3,3), 0);
if(timer.check()) {
state = STALACTITE_FALLING;
physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
+ sprite->set_action("squished");
+ SoundManager::current()->play("sounds/icecrash.ogg", get_pos());
set_group(COLGROUP_MOVING_ONLY_STATIC);
run_dead_script();
}
other.kill_fall();
}
- remove_me();
+ return FORCE_MOVE;
+}
+
+HitResponse
+Stalactite::collision_bullet(Bullet& bullet, const CollisionHit& )
+{
+ if(state == STALACTITE_HANGING) {
+ timer.start(SHAKE_TIME);
+ state = STALACTITE_SHAKING;
+ bullet.remove_me();
+ if(bullet.get_type() == FIRE_BONUS)
+ SoundManager::current()->play("sounds/sizzle.ogg", get_pos());
+ SoundManager::current()->play("sounds/cracking.wav", get_pos());
+ }
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);
}