-// $Id$
-//
// Toad - A jumping toad
// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.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 "toad.hpp"
-#include "random_generator.hpp"
+#include "badguy/toad.hpp"
-namespace {
- const float VERTICAL_SPEED = -450; /**< y-speed when jumping */
- const float HORIZONTAL_SPEED = 320; /**< x-speed when jumping */
- const float RECOVER_TIME = 0.5; /**< time to stand still before starting a (new) jump */
- static const std::string HOP_SOUND = "sounds/hop.ogg";
-}
+#include "audio/sound_manager.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "supertux/object_factory.hpp"
-Toad::Toad(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/toad/toad.sprite")
-{
- sound_manager->preload(HOP_SOUND);
+namespace {
+const float VERTICAL_SPEED = -450; /**< y-speed when jumping */
+const float HORIZONTAL_SPEED = 320; /**< x-speed when jumping */
+const float TOAD_RECOVER_TIME = 0.5; /**< time to stand still before starting a (new) jump */
+static const std::string HOP_SOUND = "sounds/hop.ogg";
}
-Toad::Toad(const Vector& pos, Direction d)
- : BadGuy(pos, d, "images/creatures/toad/toad.sprite")
+Toad::Toad(const Reader& reader) :
+ BadGuy(reader, "images/creatures/toad/toad.sprite"),
+ recover_timer(),
+ state()
{
- sound_manager->preload(HOP_SOUND);
+ SoundManager::current()->preload(HOP_SOUND);
}
-void
-Toad::write(lisp::Writer& writer)
+Toad::Toad(const Vector& pos, Direction d) :
+ BadGuy(pos, d, "images/creatures/toad/toad.sprite"),
+ recover_timer(),
+ state()
{
- writer.start_list("toad");
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
- writer.end_list("toad");
+ SoundManager::current()->preload(HOP_SOUND);
}
void
void
Toad::set_state(ToadState newState)
{
+
if (newState == IDLE) {
physic.set_velocity_x(0);
physic.set_velocity_y(0);
- sprite->set_action(dir == LEFT ? "idle-left" : "idle-right");
+ if (!frozen)
+ sprite->set_action(dir == LEFT ? "idle-left" : "idle-right");
- recover_timer.start(RECOVER_TIME);
- } else
- if (newState == JUMPING) {
- sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
- physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
- physic.set_velocity_y(VERTICAL_SPEED);
- sound_manager->play( HOP_SOUND, get_pos());
+ recover_timer.start(TOAD_RECOVER_TIME);
} else
- if (newState == FALLING) {
- Player* player = get_nearest_player();
- // face player
- if (player && (player->get_bbox().p2.x < get_bbox().p1.x) && (dir == RIGHT)) dir = LEFT;
- if (player && (player->get_bbox().p1.x > get_bbox().p2.x) && (dir == LEFT)) dir = RIGHT;
- sprite->set_action(dir == LEFT ? "idle-left" : "idle-right");
- }
+ if (newState == JUMPING) {
+ sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
+ physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
+ physic.set_velocity_y(VERTICAL_SPEED);
+ SoundManager::current()->play( HOP_SOUND, get_pos());
+ } else
+ if (newState == FALLING) {
+ Player* player = get_nearest_player();
+ // face player
+ if (player && (player->get_bbox().p2.x < get_bbox().p1.x) && (dir == RIGHT)) dir = LEFT;
+ if (player && (player->get_bbox().p1.x > get_bbox().p2.x) && (dir == LEFT)) dir = RIGHT;
+ sprite->set_action(dir == LEFT ? "idle-left" : "idle-right");
+ }
state = newState;
}
void
Toad::collision_solid(const CollisionHit& hit)
{
+ // default behavior when frozen
+ if (frozen)
+ {
+ BadGuy::collision_solid(hit);
+ return;
+ }
+
// just default behaviour (i.e. stop at floor/walls) when squished
if (BadGuy::get_state() == STATE_SQUISHED) {
BadGuy::collision_solid(hit);
// check if we hit left or right while moving in either direction
if(((physic.get_velocity_x() < 0) && hit.left) || ((physic.get_velocity_x() > 0) && hit.right)) {
/*
- dir = dir == LEFT ? RIGHT : LEFT;
- if (state == JUMPING) {
+ dir = dir == LEFT ? RIGHT : LEFT;
+ if (state == JUMPING) {
sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
- } else {
+ } else {
sprite->set_action(dir == LEFT ? "idle-left" : "idle-right");
- }
+ }
*/
physic.set_velocity_x(-0.25*physic.get_velocity_x());
}
{
BadGuy::active_update(elapsed_time);
- // change sprite when we are falling
- if ((state == JUMPING) && (physic.get_velocity_y() > 0)) {
+
+ // change sprite when we are falling and not frozen
+ if ((state == JUMPING) && (physic.get_velocity_y() > 0) && !frozen) {
set_state(FALLING);
return;
}
- // jump when fully recovered
- if ((state == IDLE) && (recover_timer.check())) {
+ // jump when fully recovered and if not frozen
+ if ((state == IDLE) && (recover_timer.check() && !frozen)) {
set_state(JUMPING);
return;
}
}
-IMPLEMENT_FACTORY(Toad, "toad")
+void
+Toad::unfreeze()
+{
+ BadGuy::unfreeze();
+ initialize();
+}
+
+bool
+Toad::is_freezable() const
+{
+ return true;
+}
+
+/* EOF */