X-Git-Url: https://git.octo.it/?a=blobdiff_plain;ds=sidebyside;f=src%2Fbadguy%2Ftoad.cpp;h=f70f87a81a7a7da79c6c5d1701a410ab7f270192;hb=d7f9751b33eb80b789aabee8c1cac97a237e9d25;hp=1657a9b2672cef15da030850a727bb9e5ae021e3;hpb=3655d32f63f75b2af054ec68d4176e55a561ba96;p=supertux.git diff --git a/src/badguy/toad.cpp b/src/badguy/toad.cpp index 1657a9b26..f70f87a81 100644 --- a/src/badguy/toad.cpp +++ b/src/badguy/toad.cpp @@ -1,12 +1,10 @@ -// $Id: toad.cpp 4192 2006-08-16 23:25:39Z sommer $ -// // Toad - A jumping toad // Copyright (C) 2006 Christoph Sommer // -// 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 @@ -14,44 +12,40 @@ // 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 +// along with this program. If not, see . + +#include "badguy/toad.hpp" -#include "toad.hpp" -#include "random_generator.hpp" +#include "audio/sound_manager.hpp" +#include "object/player.hpp" +#include "sprite/sprite.hpp" +#include "supertux/object_factory.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"; +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 lisp::Lisp& reader) - : BadGuy(reader, "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); } -Toad::Toad(const Vector& pos, Direction d) - : BadGuy(pos, d, "images/creatures/toad/toad.sprite") +Toad::Toad(const Vector& pos, Direction d) : + BadGuy(pos, d, "images/creatures/toad/toad.sprite"), + recover_timer(), + state() { sound_manager->preload(HOP_SOUND); } void -Toad::write(lisp::Writer& writer) -{ - writer.start_list("toad"); - writer.write_float("x", start_position.x); - writer.write_float("y", start_position.y); - writer.end_list("toad"); -} - -void -Toad::activate() +Toad::initialize() { // initial state is JUMPING, because we might start airborne state = JUMPING; @@ -61,26 +55,28 @@ Toad::activate() 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); + sound_manager->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; } @@ -96,6 +92,13 @@ Toad::collision_squished(GameObject& object) 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); @@ -110,12 +113,12 @@ Toad::collision_solid(const CollisionHit& 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()); } @@ -147,18 +150,32 @@ Toad::active_update(float elapsed_time) { 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 */