X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fbadguy%2Fstalactite.cpp;h=8bde2fbd3637860dfca973e639f910a58aeff765;hb=691335a74a0717e839f440c6151f1517cf89548d;hp=f53a944097c4118b0ac4e729d10b43b9f4c32fc4;hpb=2ecc5c71bc6bf4a4877c15c6b6e05faa55947c25;p=supertux.git diff --git a/src/badguy/stalactite.cpp b/src/badguy/stalactite.cpp index f53a94409..8bde2fbd3 100644 --- a/src/badguy/stalactite.cpp +++ b/src/badguy/stalactite.cpp @@ -23,12 +23,12 @@ #include "random_generator.hpp" static const int SHAKE_RANGE_X = 40; -static const float SHAKE_TIME = .8; +static const float SHAKE_TIME = .8f; static const float SQUISH_TIME = 2; static const float SHAKE_RANGE_Y = 400; Stalactite::Stalactite(const lisp::Lisp& lisp) - : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite"), state(STALACTITE_HANGING) + : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING) { countMe = false; } @@ -68,26 +68,29 @@ Stalactite::active_update(float elapsed_time) } } -HitResponse -Stalactite::collision_solid(GameObject& , const CollisionHit& hit) +void +Stalactite::squish() { - if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED) - return FORCE_MOVE; - - if(hit.normal.y < .9) { // hit floor? - state = STALACTITE_SQUISHED; - set_group(COLGROUP_MOVING_ONLY_STATIC); + state = STALACTITE_SQUISHED; + set_group(COLGROUP_MOVING_ONLY_STATIC); + sprite->set_action("squished"); + if(!timer.started()) + timer.start(SQUISH_TIME); +} + +void +Stalactite::collision_solid(const CollisionHit& hit) +{ + if(state == STALACTITE_FALLING) { + if (hit.bottom) squish(); + } + if(state == STALACTITE_SQUISHED) { physic.set_velocity_y(0); - sprite->set_action("squished"); - if(!timer.started()) - timer.start(SQUISH_TIME); } - - return CONTINUE; } HitResponse -Stalactite::collision_player(Player& player, const CollisionHit& ) +Stalactite::collision_player(Player& player) { if(state != STALACTITE_SQUISHED) { player.kill(false); @@ -96,6 +99,26 @@ Stalactite::collision_player(Player& player, const CollisionHit& ) return FORCE_MOVE; } +HitResponse +Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit) +{ + if (state == STALACTITE_SQUISHED) return FORCE_MOVE; + if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit); + + // ignore other Stalactites + if (dynamic_cast(&other)) return FORCE_MOVE; + + if (other.is_freezable()) { + other.freeze(); + } else { + other.kill_fall(); + } + + remove_me(); + + return FORCE_MOVE; +} + void Stalactite::kill_fall() { @@ -106,11 +129,17 @@ Stalactite::draw(DrawingContext& context) { if(get_state() != STATE_ACTIVE) return; - + + + if(state == STALACTITE_SQUISHED) { + sprite->draw(context, get_pos(), LAYER_OBJECTS); + return; + } + if(state == STALACTITE_SHAKING) { - sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), LAYER_OBJECTS); + sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), layer); } else { - sprite->draw(context, get_pos(), LAYER_OBJECTS); + sprite->draw(context, get_pos(), layer); } }