-// $Id: stumpy.cpp 3980 2006-07-10 19:55:56Z sommer $
-//
// 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.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include <config.h>
+#include "badguy/stumpy.hpp"
-#include "stumpy.hpp"
-#include "poisonivy.hpp"
-#include "random_generator.hpp"
+#include "audio/sound_manager.hpp"
+#include "math/random_generator.hpp"
+#include "object/player.hpp"
#include "object/sprite_particle.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
+
+#include <math.h>
-static const float WALKSPEED = 120;
+static const float STUMPY_SPEED = 120;
static const float INVINCIBLE_TIME = 1;
-Stumpy::Stumpy(const lisp::Lisp& reader)
- : WalkingBadguy(reader, "images/creatures/mr_tree/stumpy.sprite","left","right"), mystate(STATE_NORMAL)
+Stumpy::Stumpy(const Reader& reader) :
+ WalkingBadguy(reader, "images/creatures/mr_tree/stumpy.sprite","left","right"),
+ mystate(STATE_NORMAL),
+ invincible_timer()
{
- walk_speed = WALKSPEED;
- max_drop_height = 0;
- sound_manager->preload("sounds/mr_tree.ogg");
+ walk_speed = STUMPY_SPEED;
+ max_drop_height = 16;
sound_manager->preload("sounds/mr_treehit.ogg");
}
-Stumpy::Stumpy(const Vector& pos, Direction d)
- : WalkingBadguy(pos, d, "images/creatures/mr_tree/stumpy.sprite","left","right"), mystate(STATE_INVINCIBLE)
+Stumpy::Stumpy(const Vector& pos, Direction d) :
+ WalkingBadguy(pos, d, "images/creatures/mr_tree/stumpy.sprite","left","right"),
+ mystate(STATE_INVINCIBLE),
+ invincible_timer()
{
- walk_speed = WALKSPEED;
- max_drop_height = 0;
+ walk_speed = STUMPY_SPEED;
+ max_drop_height = 16;
sound_manager->preload("sounds/mr_treehit.ogg");
invincible_timer.start(INVINCIBLE_TIME);
}
-
void
-Stumpy::write(lisp::Writer& writer)
-{
- writer.start_list("stumpy");
- WalkingBadguy::write(writer);
- writer.end_list("stumpy");
-}
-
-void
-Stumpy::activate()
+Stumpy::initialize()
{
switch (mystate) {
case STATE_INVINCIBLE:
physic.set_velocity_x(0);
break;
case STATE_NORMAL:
- WalkingBadguy::activate();
+ WalkingBadguy::initialize();
break;
}
}
switch (mystate) {
case STATE_INVINCIBLE:
if (invincible_timer.check()) {
- mystate = STATE_NORMAL;
- WalkingBadguy::activate();
+ mystate = STATE_NORMAL;
+ WalkingBadguy::initialize();
}
BadGuy::active_update(elapsed_time);
break;
}
bool
-Stumpy::collision_squished(Player& player)
+Stumpy::collision_squished(GameObject& object)
{
// if we're still invincible, we ignore the hit
if (mystate == STATE_INVINCIBLE) {
sound_manager->play("sounds/mr_treehit.ogg", get_pos());
- player.bounce(*this);
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) player->bounce(*this);
return true;
}
if (mystate == STATE_NORMAL) {
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
- kill_squished(player);
+ kill_squished(object);
// spawn some particles
// TODO: provide convenience function in MovingSprite or MovingObject?
for (int i = 0; i < 25; i++) {
Vector ppos = bbox.get_middle();
- float angle = systemRandom.randf(-M_PI_2, M_PI_2);
- float velocity = systemRandom.randf(45, 90);
+ float angle = graphicsRandom.randf(-M_PI_2, M_PI_2);
+ float velocity = graphicsRandom.randf(45, 90);
float vx = sin(angle)*velocity;
float vy = -cos(angle)*velocity;
Vector pspeed = Vector(vx, vy);
switch (mystate) {
case STATE_INVINCIBLE:
if(hit.top || hit.bottom) {
- physic.set_velocity_y(0);
+ physic.set_velocity_y(0);
}
if(hit.left || hit.right) {
- physic.set_velocity_x(0);
+ physic.set_velocity_x(0);
}
return CONTINUE;
break;
return CONTINUE;
}
-IMPLEMENT_FACTORY(Stumpy, "stumpy")
+/* EOF */