X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fbadguy%2Ftotem.cpp;h=42afee2ab2fcf4a099dc35541022d3465238881e;hb=1f5ff04e5283398473b4ac033258b17af0ed08f0;hp=893eb068fabca899718159e70aae1078ae08bf39;hpb=714a30abd887def6331a193216387e66cbfbd1bb;p=supertux.git diff --git a/src/badguy/totem.cpp b/src/badguy/totem.cpp index 893eb068f..42afee2ab 100644 --- a/src/badguy/totem.cpp +++ b/src/badguy/totem.cpp @@ -1,12 +1,10 @@ -// $Id$ -// // SuperTux - "Totem" Badguy // 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 @@ -14,32 +12,28 @@ // 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. +// along with this program. If not, see . -#include +#include "badguy/totem.hpp" -#include "totem.hpp" -#include "log.hpp" +#include "audio/sound_manager.hpp" +#include "object/player.hpp" +#include "sprite/sprite.hpp" +#include "supertux/object_factory.hpp" +#include "supertux/sector.hpp" + +#include -static const float WALKSPEED = 100; static const float JUMP_ON_SPEED_Y = -400; static const float JUMP_OFF_SPEED_Y = -500; static const std::string LAND_ON_TOTEM_SOUND = "sounds/totem.ogg"; -Totem::Totem(const lisp::Lisp& reader) - : BadGuy(reader, "images/creatures/totem/totem.sprite") -{ - carrying = 0; - carried_by = 0; - sound_manager->preload( LAND_ON_TOTEM_SOUND ); -} - -Totem::Totem(const Totem& other) - : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by) +Totem::Totem(const Reader& reader) : + BadGuy(reader, "images/creatures/totem/totem.sprite"), + carrying(0), + carried_by(0) { - sound_manager->preload( LAND_ON_TOTEM_SOUND ); + SoundManager::current()->preload( LAND_ON_TOTEM_SOUND ); } Totem::~Totem() @@ -63,21 +57,11 @@ Totem::updatePointers(const GameObject* from_object, GameObject* to_object) } void -Totem::write(lisp::Writer& writer) -{ - writer.start_list("totem"); - - writer.write_float("x", start_position.x); - writer.write_float("y", start_position.y); - - writer.end_list("totem"); -} - -void -Totem::activate() +Totem::initialize() { if (!carried_by) { - physic.vx = (dir == LEFT ? -WALKSPEED : WALKSPEED); +static const float WALKSPEED = 100; + physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED); sprite->set_action(dir == LEFT ? "walking-left" : "walking-right"); return; } else { @@ -96,34 +80,34 @@ Totem::active_update(float elapsed_time) if (on_ground() && might_fall()) { dir = (dir == LEFT ? RIGHT : LEFT); - activate(); + initialize(); } Sector* s = Sector::current(); if (s) { // jump a bit if we find a suitable totem - for (std::vector::iterator i = s->moving_objects.begin(); i != s->moving_objects.end(); i++) { - Totem* t = dynamic_cast(*i); - if (!t) continue; + for (std::vector::iterator i = s->moving_objects.begin(); i != s->moving_objects.end(); ++i) { + Totem* t = dynamic_cast(*i); + if (!t) continue; - // skip if we are not approaching each other - if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue; + // skip if we are not approaching each other + if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue; - Vector p1 = this->get_pos(); - Vector p2 = t->get_pos(); + Vector p1 = this->get_pos(); + Vector p2 = t->get_pos(); - // skip if not on same height - float dy = (p1.y - p2.y); - if (fabsf(dy - 0) > 2) continue; + // skip if not on same height + float dy = (p1.y - p2.y); + if (fabsf(dy - 0) > 2) continue; - // skip if too far away - float dx = (p1.x - p2.x); - if (fabsf(dx - 128) > 2) continue; + // skip if too far away + float dx = (p1.x - p2.x); + if (fabsf(dx - 128) > 2) continue; - physic.vy = JUMP_ON_SPEED_Y; - p1.y -= 1; - this->set_pos(p1); - break; + physic.set_velocity_y(JUMP_ON_SPEED_Y); + p1.y -= 1; + this->set_pos(p1); + break; } } } @@ -168,17 +152,17 @@ Totem::collision_solid(const CollisionHit& hit) // If we hit something from above or below: stop moving in this direction if (hit.top || hit.bottom) { - physic.vy = 0; + physic.set_velocity_y(0); } // If we are hit from the direction we are facing: turn around if (hit.left && (dir == LEFT)) { dir = RIGHT; - activate(); + initialize(); } if (hit.right && (dir == RIGHT)) { dir = LEFT; - activate(); + initialize(); } } @@ -205,11 +189,11 @@ Totem::collision_badguy(BadGuy& badguy, const CollisionHit& hit) // If we are hit from the direction we are facing: turn around if(hit.left && (dir == LEFT)) { dir = RIGHT; - activate(); + initialize(); } if(hit.right && (dir == RIGHT)) { dir = LEFT; - activate(); + initialize(); } return CONTINUE; @@ -235,11 +219,10 @@ Totem::jump_on(Totem* target) target->carrying = this; this->carried_by = target; - this->activate(); + this->initialize(); bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height()); - sound_manager->play( LAND_ON_TOTEM_SOUND , get_pos()); - + SoundManager::current()->play( LAND_ON_TOTEM_SOUND , get_pos()); this->synchronize_with(target); } @@ -255,11 +238,10 @@ Totem::jump_off() { this->carried_by = 0; - this->activate(); + this->initialize(); bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height()); - - physic.vy = JUMP_OFF_SPEED_Y; + physic.set_velocity_y(JUMP_OFF_SPEED_Y); } void @@ -275,9 +257,8 @@ Totem::synchronize_with(Totem* base) pos.y -= sprite->get_current_hitbox_height(); set_pos(pos); - physic.vx = base->physic.vx; - physic.vy = base->physic.vy; + physic.set_velocity_x(base->physic.get_velocity_x()); + physic.set_velocity_y(base->physic.get_velocity_y()); } - -IMPLEMENT_FACTORY(Totem, "totem") +/* EOF */