#include "object/icecrusher.hpp"
+#include <math.h>
+
+#include "audio/sound_manager.hpp"
#include "badguy/badguy.hpp"
-#include "sprite/sprite.hpp"
-#include "object/player.hpp"
#include "object/camera.hpp"
+#include "object/particles.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
}
IceCrusher::IceCrusher(const Reader& reader) :
- MovingSprite(reader, "images/creatures/icecrusher/icecrusher.sprite", LAYER_OBJECTS, COLGROUP_STATIC),
- state(IDLE),
+ MovingSprite(reader, "images/creatures/icecrusher/icecrusher.sprite", LAYER_OBJECTS, COLGROUP_STATIC),
+ state(IDLE),
start_position(),
physic(),
cooldown_timer(0.0),
+ lefteye(),
+ righteye(),
+ whites(),
ic_size(NORMAL)
{
+ // TODO: icecrusher hitting deserves its own sounds-
+ // one for hitting the ground, one for hitting Tux
+ 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 = SpriteManager::current()->create(sprite_name);
+ lefteye->set_action("lefteye");
+ righteye = SpriteManager::current()->create(sprite_name);
+ righteye->set_action("righteye");
+ 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) {
+ 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);
+ 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(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);
+ SoundManager::current()->play("sounds/brick.wav");
+ // throw some particles
+ for(int j = 0; j < 5; j++)
+ {
+ 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);
}
}
}
+void
+IceCrusher::draw(DrawingContext& context)
+{
+ context.push_target();
+ context.set_target(DrawingContext::NORMAL);
+ 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);
+ // draw the whites of icecrusher's eyes even further behind
+ whites->draw(context, get_pos(), layer);
+ }
+ context.pop_target();
+}
+
bool
IceCrusher::found_victim()
{
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 == IDLE)
+ {
+ Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
+ if(player)
+ {
+ // Icecrusher focuses on approximate position of player's head
+ const float player_focus_x = (player->get_bbox().p2.x + player->get_bbox().p1.x) * 0.5;
+ const float player_focus_y = player->get_bbox().p2.y * 0.25 + player->get_bbox().p1.y * 0.75;
+ // Icecrusher's approximate origin of line-of-sight
+ const float crusher_origin_x = (get_bbox().p2.x + get_bbox().p1.x) * 0.5;
+ const float crusher_origin_y = (get_bbox().p2.y + get_bbox().p1.y) * 0.5;
+ // Line-of-sight displacement from icecrusher to player
+ const float displacement_x = player_focus_x - crusher_origin_x;
+ 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_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_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);
+}
+
/* EOF */