X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fbadguy%2Fbadguy.cpp;h=aa0af892a338eacd6b2837916d7638b0aea984e8;hb=0676f7c09ab0d99e5b6a3bf74b9e2b62aaa885d4;hp=d96ca3bb1e83f70e52be80c7328a2500ef470483;hpb=ec937b952cb7ba5e9ef9f7576a64244951ccf1c7;p=supertux.git diff --git a/src/badguy/badguy.cpp b/src/badguy/badguy.cpp index d96ca3bb1..aa0af892a 100644 --- a/src/badguy/badguy.cpp +++ b/src/badguy/badguy.cpp @@ -1,17 +1,35 @@ +// $Id$ +// +// SuperTux +// Copyright (C) 2005 Matthias Braun +// +// 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 distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// 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 #include "badguy.h" #include "object/camera.h" +#include "statistics.h" static const float SQUISH_TIME = 2; static const float X_OFFSCREEN_DISTANCE = 1600; static const float Y_OFFSCREEN_DISTANCE = 1200; BadGuy::BadGuy() - : sprite(0), dir(LEFT), state(STATE_INIT) + : countMe(true), sprite(0), dir(LEFT), state(STATE_INIT) { - //TODO: Count fireball hits separately so you can make badguys need more fireballs than jumps - hitpoints = 1; } BadGuy::~BadGuy() @@ -27,14 +45,17 @@ BadGuy::draw(DrawingContext& context) if(state == STATE_INIT || state == STATE_INACTIVE) return; if(state == STATE_FALLING) { - sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP); + uint32_t old_effect = context.get_drawing_effect(); + context.set_drawing_effect(old_effect | VERTICAL_FLIP); + sprite->draw(context, get_pos(), LAYER_OBJECTS); + context.set_drawing_effect(old_effect); } else { sprite->draw(context, get_pos(), LAYER_OBJECTS); } } void -BadGuy::action(float elapsed_time) +BadGuy::update(float elapsed_time) { if(!Sector::current()->inside(bbox)) { remove_me(); @@ -46,11 +67,11 @@ BadGuy::action(float elapsed_time) switch(state) { case STATE_ACTIVE: - active_action(elapsed_time); + active_update(elapsed_time); break; case STATE_INIT: case STATE_INACTIVE: - inactive_action(elapsed_time); + inactive_update(elapsed_time); try_activate(); break; case STATE_SQUISHED: @@ -77,13 +98,13 @@ BadGuy::deactivate() } void -BadGuy::active_action(float elapsed_time) +BadGuy::active_update(float elapsed_time) { movement = physic.get_movement(elapsed_time); } void -BadGuy::inactive_action(float ) +BadGuy::inactive_update(float ) { } @@ -126,22 +147,20 @@ BadGuy::collision_solid(GameObject& , const CollisionHit& ) } HitResponse -BadGuy::collision_player(Player& player, const CollisionHit& hit) +BadGuy::collision_player(Player& player, const CollisionHit& ) { if(player.is_invincible()) { kill_fall(); return ABORT_MOVE; } - if(hit.normal.y > .9) { - //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit) - // give badguys some invincible time (prevent them from being hit multiple times) - hitpoints--; - if(collision_squished(player)) - return ABORT_MOVE; - else if (hitpoints <= 0) { + // hit from above? + if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y < + (get_bbox().p1.y + get_bbox().p2.y) / 2) { + // if it's not is it possible to squish us, then this will hurt + if(!collision_squished(player)) player.kill(Player::SHRINK); - return FORCE_MOVE; - } + + return FORCE_MOVE; } player.kill(Player::SHRINK); return FORCE_MOVE; @@ -162,26 +181,24 @@ BadGuy::collision_squished(Player& ) void BadGuy::kill_squished(Player& player) { - SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), - player.get_pos()); + sound_manager->play_sound("squish", get_pos(), player.get_pos()); physic.enable_gravity(true); physic.set_velocity_x(0); physic.set_velocity_y(0); set_state(STATE_SQUISHED); + global_stats.add_points(BADGUYS_KILLED_STAT, 1); player.bounce(*this); } void BadGuy::kill_fall() { - hitpoints--; - if (hitpoints <= 0) { - SoundManager::get()->play_sound(IDToSound(SND_FALL), this, - Sector::current()->player->get_pos()); - physic.set_velocity_y(0); - physic.enable_gravity(true); - set_state(STATE_FALLING); - } + sound_manager->play_sound("fall", this, + Sector::current()->player->get_pos()); + global_stats.add_points(BADGUYS_KILLED_STAT, 1); + physic.set_velocity_y(0); + physic.enable_gravity(true); + set_state(STATE_FALLING); } void