#include "sprite/sprite.hpp"
-WalkingBadguy::WalkingBadguy(const Vector& pos,
- const std::string& sprite_name,
- const std::string& walk_left_action,
- const std::string& walk_right_action,
- int layer) :
- BadGuy(pos, sprite_name, layer),
- walk_left_action(walk_left_action),
- walk_right_action(walk_right_action),
- walk_speed(80),
+WalkingBadguy::WalkingBadguy(const Vector& pos,
+ const std::string& sprite_name_,
+ const std::string& walk_left_action_,
+ const std::string& walk_right_action_,
+ int layer_) :
+ BadGuy(pos, sprite_name_, layer_),
+ walk_left_action(walk_left_action_),
+ walk_right_action(walk_right_action_),
+ walk_speed(80),
max_drop_height(-1),
turn_around_timer(),
turn_around_counter()
{
}
-WalkingBadguy::WalkingBadguy(const Vector& pos,
- Direction direction,
- const std::string& sprite_name,
- const std::string& walk_left_action,
- const std::string& walk_right_action,
- int layer) :
- BadGuy(pos, direction, sprite_name, layer),
- walk_left_action(walk_left_action),
- walk_right_action(walk_right_action),
- walk_speed(80),
+WalkingBadguy::WalkingBadguy(const Vector& pos,
+ Direction direction,
+ const std::string& sprite_name_,
+ const std::string& walk_left_action_,
+ const std::string& walk_right_action_,
+ int layer_) :
+ BadGuy(pos, direction, sprite_name_, layer_),
+ walk_left_action(walk_left_action_),
+ walk_right_action(walk_right_action_),
+ walk_speed(80),
max_drop_height(-1),
turn_around_timer(),
turn_around_counter()
{
}
-WalkingBadguy::WalkingBadguy(const Reader& reader,
- const std::string& sprite_name,
- const std::string& walk_left_action,
- const std::string& walk_right_action,
- int layer) :
- BadGuy(reader, sprite_name, layer),
- walk_left_action(walk_left_action),
- walk_right_action(walk_right_action),
- walk_speed(80),
+WalkingBadguy::WalkingBadguy(const Reader& reader,
+ const std::string& sprite_name_,
+ const std::string& walk_left_action_,
+ const std::string& walk_right_action_,
+ int layer_) :
+ BadGuy(reader, sprite_name_, layer_),
+ walk_left_action(walk_left_action_),
+ walk_right_action(walk_right_action_),
+ walk_speed(80),
max_drop_height(-1),
turn_around_timer(),
turn_around_counter()
}
void
-WalkingBadguy::active_update(float elapsed_time)
+WalkingBadguy::active_update(float elapsed_time, float dest_x_velocity)
{
BadGuy::active_update(elapsed_time);
- float abs_cur_walk_speed = fabs (physic.get_velocity_x ());
- if ((abs_cur_walk_speed > (walk_speed - 5.0))
- && (abs_cur_walk_speed < (walk_speed + 5.0)))
+ float current_x_velocity = physic.get_velocity_x ();
+
+ if (frozen)
{
- physic.set_velocity_x ((dir == LEFT) ? -walk_speed : +walk_speed);
+ physic.set_velocity_x (0.0);
physic.set_acceleration_x (0.0);
}
- /* acceleration == walk-speed => it will take one second to get from zero to full speed. */
- else if (abs_cur_walk_speed < walk_speed) {
- physic.set_acceleration_x ((dir == LEFT) ? -walk_speed : +walk_speed);
+ /* We're very close to our target speed. Just set it to avoid oscillation */
+ else if ((current_x_velocity > (dest_x_velocity - 5.0))
+ && (current_x_velocity < (dest_x_velocity + 5.0)))
+ {
+ physic.set_velocity_x (dest_x_velocity);
+ physic.set_acceleration_x (0.0);
}
- else if (abs_cur_walk_speed > walk_speed) {
- physic.set_acceleration_x ((dir == LEFT) ? +walk_speed : -walk_speed);
+ /* Check if we're going too slow or even in the wrong direction */
+ else if (((dest_x_velocity <= 0.0) && (current_x_velocity > dest_x_velocity))
+ || ((dest_x_velocity > 0.0) && (current_x_velocity < dest_x_velocity)))
+ {
+ /* acceleration == walk-speed => it will take one second to get from zero
+ * to full speed. */
+ physic.set_acceleration_x (dest_x_velocity);
+ }
+ /* Check if we're going too fast */
+ else if (((dest_x_velocity <= 0.0) && (current_x_velocity < dest_x_velocity))
+ || ((dest_x_velocity > 0.0) && (current_x_velocity > dest_x_velocity)))
+ {
+ /* acceleration == walk-speed => it will take one second to get twice the
+ * speed to normal speed. */
+ physic.set_acceleration_x ((-1.0) * dest_x_velocity);
+ }
+ else
+ {
+ /* The above should have covered all cases. */
+ assert (23 == 42);
}
if (max_drop_height > -1) {
turn_around();
}
}
+
+ if ((dir == LEFT) && (physic.get_velocity_x () > 0.0)) {
+ dir = RIGHT;
+ set_action (walk_right_action, /* loops = */ -1);
+ }
+ else if ((dir == RIGHT) && (physic.get_velocity_x () < 0.0)) {
+ dir = LEFT;
+ set_action (walk_left_action, /* loops = */ -1);
+ }
+}
+
+void
+WalkingBadguy::active_update(float elapsed_time)
+{
+ this->active_update (elapsed_time, (dir == LEFT) ? -walk_speed : +walk_speed);
}
void