const float RUN_VX = 350; /**< horizontal speed while running */
const float JUMP_UP_VX = 350; /**< horizontal speed while jumping on the dais */
-const float JUMP_UP_VY = -800; /**< vertical speed while jumping on the dais */
+const float JUMP_UP_VY = -700; /**< vertical speed while jumping on the dais */
-const float STOMP_VY = -250; /** vertical speed while stomping on the dais */
+const float STOMP_VY = -300; /** vertical speed while stomping on the dais */
-const float LEFT_STAND_X = 16; /**< x-coordinate of left dais' end position */
-const float RIGHT_STAND_X = 800-60-16; /**< x-coordinate of right dais' end position */
-const float LEFT_JUMP_X = LEFT_STAND_X+224; /**< x-coordinate of from where to jump on the left dais */
-const float RIGHT_JUMP_X = RIGHT_STAND_X-224; /**< x-coordinate of from where to jump on the right dais */
+const float LEFT_STAND_X = 80; /**< x-coordinate of left dais' end position */
+const float RIGHT_STAND_X = 1280-LEFT_STAND_X-60; /**< x-coordinate of right dais' end position */
+const float LEFT_JUMP_X = LEFT_STAND_X+448; /**< x-coordinate of from where to jump on the left dais */
+const float RIGHT_JUMP_X = RIGHT_STAND_X-448; /**< x-coordinate of from where to jump on the right dais */
const float STOMP_WAIT = .5; /**< time we stay on the dais before jumping again */
const float SAFE_TIME = .5; /**< the time we are safe when tux just hit us */
-const int INITIAL_HITPOINTS = 3; /**< number of hits we can take */
+const int INITIAL_HITPOINTS = 5; /**< number of hits we can take */
-const float SQUISH_TIME = 5;
+const float YETI_SQUISH_TIME = 5;
}
Yeti::Yeti(const Reader& reader) :
{
hit_points = INITIAL_HITPOINTS;
countMe = false;
- sound_manager->preload("sounds/yeti_gna.wav");
- sound_manager->preload("sounds/yeti_roar.wav");
- hud_head.reset(new Surface("images/creatures/yeti/hudlife.png"));
+ SoundManager::current()->preload("sounds/yeti_gna.wav");
+ SoundManager::current()->preload("sounds/yeti_roar.wav");
+ hud_head = Surface::create("images/creatures/yeti/hudlife.png");
}
Yeti::~Yeti()
{
int i;
- Surface *hh = hud_head.get();
- if (!hh)
- return;
+ if (hud_head)
+ {
+ context.push_transform();
+ context.set_translation(Vector(0, 0));
- context.push_transform();
- context.set_translation(Vector(0, 0));
+ for (i = 0; i < hit_points; ++i)
+ {
+ context.draw_surface(hud_head, Vector(BORDER_X + (i * hud_head->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
+ }
- for (i = 0; i < hit_points; ++i)
- {
- context.draw_surface(hh, Vector(BORDER_X + (i * hh->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
+ context.pop_transform();
}
-
- context.pop_transform();
}
void
break;
case BE_ANGRY:
if(state_timer.check()) {
- sound_manager->play("sounds/yeti_gna.wav");
+ SoundManager::current()->play("sounds/yeti_gna.wav");
physic.set_velocity_y(STOMP_VY);
sprite->set_action((dir==RIGHT)?"stomp-right":"stomp-left");
}
Yeti::be_angry()
{
//turn around
- dir = (dir==RIGHT)?LEFT:RIGHT;
+ dir = (dir==RIGHT) ? LEFT : RIGHT;
- sprite->set_action((dir==RIGHT)?"stand-right":"stand-left");
+ sprite->set_action((dir==RIGHT) ? "stand-right" : "stand-left");
physic.set_velocity_x(0);
physic.set_velocity_y(0);
- if (hit_points < INITIAL_HITPOINTS) summon_snowball();
stomp_count = 0;
state = BE_ANGRY;
state_timer.start(STOMP_WAIT);
}
-void
-Yeti::summon_snowball()
-{
- Sector::current()->add_object(new BouncingSnowball(Vector(get_pos().x+(dir == RIGHT ? 64 : -64), get_pos().y), dir));
-}
-
bool
Yeti::collision_squished(GameObject& object)
{
if(safe_timer.started())
return;
- sound_manager->play("sounds/yeti_roar.wav");
+ SoundManager::current()->play("sounds/yeti_roar.wav");
hit_points--;
if(hit_points <= 0) {
physic.set_velocity_y(0);
state = SQUISHED;
- state_timer.start(SQUISH_TIME);
+ state_timer.start(YETI_SQUISH_TIME);
set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
sprite->set_action("dead");
Yeti::kill_fall()
{
// shooting bullets or being invincible won't work :)
- //take_hit(*get_nearest_player()); // FIXME: debug only(?)
}
void
// make a stalactite falling down and shake camera a bit
Sector::current()->camera->shake(.1f, 0, 10);
- YetiStalactite* nearest = 0;
- float dist = FLT_MAX;
-
Player* player = this->get_nearest_player();
if (!player) return;
i != sector->gameobjects.end(); ++i) {
YetiStalactite* stalactite = dynamic_cast<YetiStalactite*> (*i);
if(stalactite && stalactite->is_hanging()) {
- float sdist
- = fabsf(stalactite->get_pos().x - player->get_pos().x);
- if(sdist < dist) {
- nearest = stalactite;
- dist = sdist;
+ float distancex;
+ if (hit_points >= 3) {
+ // drop stalactites within 3 of player, going out with each jump
+ distancex = fabsf(stalactite->get_bbox().get_middle().x - player->get_bbox().get_middle().x);
+ if(distancex < stomp_count*32) {
+ stalactite->start_shaking();
+ }
}
- }
+ else { /* if (hitpoints < 3) */
+ // drop every 3rd pair of stalactites
+ if(((((int)stalactite->get_pos().x + 16) / 64) % 3) == (stomp_count % 3)) {
+ stalactite->start_shaking();
+ }
+ }
+ } /* if(stalactite && stalactite->is_hanging()) */
}
-
- if(nearest)
- nearest->start_shaking();
}
void
}
}
-IMPLEMENT_FACTORY(Yeti, "yeti");
-
/* EOF */