IceCrusher::IceCrusher(const Reader& reader) :
MovingSprite(reader, "images/creatures/icecrusher/icecrusher.sprite", LAYER_OBJECTS, COLGROUP_STATIC),
- state(IDLE),
+ state(IDLE),
start_position(),
physic(),
cooldown_timer(0.0),
{
// TODO: icecrusher hitting deserves its own sounds-
// one for hitting the ground, one for hitting Tux
- sound_manager->preload("sounds/brick.wav");
+ SoundManager::current()->preload("sounds/brick.wav");
start_position = get_bbox().p1;
set_state(state, true);
-
+
float sprite_width = sprite->get_width ();
if (sprite_width >= 128.0)
ic_size = LARGE;
- lefteye = sprite_manager->create(sprite_name);
+ lefteye = SpriteManager::current()->create(sprite_name);
lefteye->set_action("lefteye");
- righteye = sprite_manager->create(sprite_name);
+ righteye = SpriteManager::current()->create(sprite_name);
righteye->set_action("righteye");
- whites = sprite_manager->create(sprite_name);
+ whites = SpriteManager::current()->create(sprite_name);
whites->set_action("whites");
}
/*
IceCrusher::IceCrusher(const IceCrusher& other)
- : MovingSprite(other),
- state(other.state), speed(other.speed)
+ : MovingSprite(other),
+ state(other.state), speed(other.speed)
{
start_position = get_bbox().p1;
set_state(state, true);
}
*/
-void
-IceCrusher::set_state(IceCrusherState state, bool force)
+void
+IceCrusher::set_state(IceCrusherState state_, bool force)
{
- if ((this->state == state) && (!force)) return;
- switch(state) {
+ if ((this->state == state_) && (!force)) return;
+ switch(state_) {
case IDLE:
set_group(COLGROUP_STATIC);
physic.enable_gravity (false);
log_debug << "IceCrusher in invalid state" << std::endl;
break;
}
- this->state = state;
+ this->state = state_;
}
HitResponse
/* If the other object is the player, and the collision is at the bottom of
* the ice crusher, hurt the player. */
if (player && hit.bottom) {
- sound_manager->play("sounds/brick.wav");
+ SoundManager::current()->play("sounds/brick.wav");
if(player->is_invincible()) {
if (state == CRUSHING)
set_state(RECOVERING);
}
return FORCE_MOVE;
}
-
-void
+
+void
IceCrusher::collision_solid(const CollisionHit& hit)
{
switch(state) {
if (ic_size == LARGE) {
cooldown_timer = PAUSE_TIME_LARGE;
Sector::current()->camera->shake (/* frequency = */ .125f, /* x = */ 0.0, /* y = */ 16.0);
- sound_manager->play("sounds/brick.wav");
+ SoundManager::current()->play("sounds/brick.wav");
// throw some particles, bigger and more for large icecrusher
for(int j = 0; j < 9; j++)
{
- Sector::current()->add_object(
- new Particles(Vector(get_bbox().p2.x - j*8 - 4, get_bbox().p2.y),
- 0, 90-5*j, Vector(140, -380), Vector(0, 300),
- 1, Color(.6f, .6f, .6f), 5, 1.8f, LAYER_OBJECTS+1));
- Sector::current()->add_object(
- new Particles(Vector(get_bbox().p1.x + j*8 + 4, get_bbox().p2.y),
- 270+5*j, 360, Vector(140, -380), Vector(0, 300),
- 1, Color(.6f, .6f, .6f), 5, 1.8f, LAYER_OBJECTS+1));
+ Sector::current()->add_object(std::make_shared<Particles>(
+ Vector(get_bbox().p2.x - j*8 - 4, get_bbox().p2.y),
+ 0, 90-5*j, 140, 380, Vector(0, 300),
+ 1, Color(.6f, .6f, .6f), 5, 1.8f, LAYER_OBJECTS+1));
+ Sector::current()->add_object(std::make_shared<Particles>(
+ Vector(get_bbox().p1.x + j*8 + 4, get_bbox().p2.y),
+ 270+5*j, 360, 140, 380, Vector(0, 300),
+ 1, Color(.6f, .6f, .6f), 5, 1.8f, LAYER_OBJECTS+1));
}
}
else {
cooldown_timer = PAUSE_TIME_NORMAL;
Sector::current()->camera->shake (/* frequency = */ .1f, /* x = */ 0.0, /* y = */ 8.0);
- sound_manager->play("sounds/brick.wav");
+ SoundManager::current()->play("sounds/brick.wav");
// throw some particles
for(int j = 0; j < 5; j++)
{
- Sector::current()->add_object(
- new Particles(Vector(get_bbox().p2.x - j*8 - 4, get_bbox().p2.y),
- 0, 90+10*j, Vector(140, -260), Vector(0, 300),
- 1, Color(.6f, .6f, .6f), 4, 1.6f, LAYER_OBJECTS+1));
- Sector::current()->add_object(
- new Particles(Vector(get_bbox().p1.x + j*8 + 4, get_bbox().p2.y),
- 270+10*j, 360, Vector(140, -260), Vector(0, 300),
- 1, Color(.6f, .6f, .6f), 4, 1.6f, LAYER_OBJECTS+1));
+ Sector::current()->add_object(std::make_shared<Particles>(
+ Vector(get_bbox().p2.x - j*8 - 4, get_bbox().p2.y),
+ 0, 90+10*j, 140, 260, Vector(0, 300),
+ 1, Color(.6f, .6f, .6f), 4, 1.6f, LAYER_OBJECTS+1));
+ Sector::current()->add_object(std::make_shared<Particles>(
+ Vector(get_bbox().p1.x + j*8 + 4, get_bbox().p2.y),
+ 270+10*j, 360, 140, 260, Vector(0, 300),
+ 1, Color(.6f, .6f, .6f), 4, 1.6f, LAYER_OBJECTS+1));
}
}
set_state(RECOVERING);
{
context.push_target();
context.set_target(DrawingContext::NORMAL);
- sprite->draw(context, get_pos(), layer);
- if(!(state == CRUSHING)) // Remove if eyes are to be animated during crushing
+ sprite->draw(context, get_pos(), layer+2);
+ if(!(state == CRUSHING) && sprite->has_action("whites"))
{
// draw icecrusher's eyes slightly behind
- lefteye->draw(context, get_pos()+eye_position(false), layer-1);
- righteye->draw(context, get_pos()+eye_position(true), layer-1);
+ lefteye->draw(context, get_pos()+eye_position(false), layer+1);
+ righteye->draw(context, get_pos()+eye_position(true), layer+1);
// draw the whites of icecrusher's eyes even further behind
- whites->draw(context, get_pos(), layer-2);
+ whites->draw(context, get_pos(), layer);
}
context.pop_target();
}
const Rectf& player_bbox = player->get_bbox();
const Rectf& crusher_bbox = get_bbox();
+ Rectf crush_area = Rectf(crusher_bbox.p1.x+1, crusher_bbox.p2.y, crusher_bbox.p2.x-1, std::max(crusher_bbox.p2.y,player_bbox.p1.y-1));
if ((player_bbox.p1.y >= crusher_bbox.p2.y) /* player is below crusher */
&& (player_bbox.p2.x > (crusher_bbox.p1.x - DROP_ACTIVATION_DISTANCE))
- && (player_bbox.p1.x < (crusher_bbox.p2.x + DROP_ACTIVATION_DISTANCE)))
+ && (player_bbox.p1.x < (crusher_bbox.p2.x + DROP_ACTIVATION_DISTANCE))
+ && (Sector::current()->is_free_of_statics(crush_area, this, false))/* and area to player is free of objects */)
return true;
else
return false;
Vector
IceCrusher::eye_position(bool right)
{
- if(!(state == CRUSHING))
+ if(state == IDLE)
{
Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
if(player)
const float displacement_y = player_focus_y - crusher_origin_y;
const float displacement_mag = pow(pow(displacement_x, 2.0) + pow(displacement_y, 2.0), 0.5);
// Determine weighting for eye displacement along x given icecrusher eye shape
- int weight = ((displacement_x > 0) == right) ? 1 : 4;
+ int weight_x = sprite->get_width()/64 * (((displacement_x > 0) == right) ? 1 : 4);
+ int weight_y = sprite->get_width()/64 * 2;
- return Vector(displacement_x/displacement_mag * weight, displacement_y/displacement_mag * 2 - 2);
+ return Vector(displacement_x/displacement_mag * weight_x, displacement_y/displacement_mag * weight_y - weight_y);
}
}
+ else if(state == RECOVERING)
+ {
+ // Eyes spin while icecrusher is recovering, giving a dazed impression
+ return Vector(sin((right ? 1 : -1) * // X motion of each eye is opposite of the other
+ (get_pos().y/13 - // Phase factor due to y position
+ (ic_size==NORMAL ? RECOVER_SPEED_NORMAL : RECOVER_SPEED_LARGE) + cooldown_timer*13)) * //Phase factor due to cooldown timer
+ sprite->get_width()/64 * 2 - (right ? 1 : -1) * // Amplitude dependent on size
+ sprite->get_width()/64 * 2, // Offset to keep eyes visible
+ cos((right ? 3.1415 : 0) + // Eyes spin out of phase of eachother
+ get_pos().y/13 - // Phase factor due to y position
+ (ic_size==NORMAL ? RECOVER_SPEED_NORMAL : RECOVER_SPEED_LARGE) + cooldown_timer*13) * //Phase factor due to cooldown timer
+ sprite->get_width()/64 * 2 - // Amplitude dependent on size
+ sprite->get_width()/64 * 2); // Offset to keep eyes visible
+ }
return Vector(0,0);
}