5 #include "object/camera.h"
6 #include "yeti_stalactite.h"
8 static const float JUMP_VEL1 = 250;
9 static const float JUMP_VEL2 = 700;
10 static const float RUN_SPEED = 300;
11 static const float JUMP_TIME = 1.6;
12 static const float ANGRY_JUMP_WAIT = .5;
13 static const float STUN_TIME = 2;
15 Yeti::Yeti(const lisp::Lisp& reader)
17 reader.get("x", start_position.x);
18 reader.get("y", start_position.y);
19 bbox.set_size(80, 120);
20 sprite = sprite_manager->create("yeti");
23 sound_gna = SoundManager::get()->load_sound(
24 get_resource_filename("sounds/yeti_gna.wav"));
25 jump_time_left = 0.0f;
30 Mix_FreeChunk(sound_gna);
34 Yeti::active_action(float elapsed_time)
40 physic.set_velocity_x(RUN_SPEED);
41 if(jump_timer.check())
42 physic.set_velocity_y(JUMP_VEL2);
45 physic.set_velocity_x(-RUN_SPEED);
46 if(jump_timer.check())
47 physic.set_velocity_y(JUMP_VEL2);
50 if(jump_timer.check()) {
52 SoundManager::get()->play_sound(sound_gna);
53 physic.set_velocity_y(JUMP_VEL1);
58 if (stun_timer.check()) {
66 movement = physic.get_movement(elapsed_time);
72 // jump and move right
73 physic.set_velocity_y(JUMP_VEL1);
74 physic.set_velocity_x(RUN_SPEED);
76 jump_timer.start(JUMP_TIME);
82 physic.set_velocity_y(JUMP_VEL1);
83 physic.set_velocity_x(-RUN_SPEED);
85 jump_timer.start(JUMP_TIME);
92 jump_timer.start(ANGRY_JUMP_WAIT);
93 state = ANGRY_JUMPING;
94 physic.set_velocity_x(0);
100 physic.set_acceleration(0.0f, 0.0f);
101 physic.set_velocity(0.0f, 0.0f);
102 jump_time_left = jump_timer.get_timeleft();
104 stun_timer.start(STUN_TIME);
109 Yeti::collision_player(Player& player, const CollisionHit& hit)
111 if(player.is_invincible()) {
115 if(hit.normal.y > .9) {
116 //TODO: fix inaccuracy (tux sometimes dies even if badguy was hit)
117 // give badguys some invincible time (prevent them from being hit multiple times)
118 // use hitpoints also when hit by fireball or invincible tux
120 if(collision_squished(player))
122 else if (hitpoints <= 0) {
123 player.kill(Player::SHRINK);
128 if (state == STUNNED)
131 player.kill(Player::SHRINK);
136 Yeti::collision_badguy(BadGuy& badguy, const CollisionHit&)
138 YetiStalactite* yeti_stal = dynamic_cast<YetiStalactite*>(&badguy);
140 if (state == STUNNED && yeti_stal && yeti_stal->is_harmful())
150 Yeti::collision_squished(Player& player)
152 // we don't use the player object, even though it was given to us
162 Yeti::write(lisp::Writer& )
167 Yeti::drop_stalactite()
169 YetiStalactite* nearest = 0;
170 float dist = FLT_MAX;
172 Sector* sector = Sector::current();
173 for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
174 i != sector->gameobjects.end(); ++i) {
175 YetiStalactite* stalactite = dynamic_cast<YetiStalactite*> (*i);
176 if(stalactite && stalactite->is_hanging()) {
178 = fabsf(stalactite->get_pos().x - sector->player->get_pos().x);
180 nearest = stalactite;
187 nearest->start_shaking();
191 Yeti::collision_solid(GameObject& , const CollisionHit& hit)
193 if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
194 physic.set_velocity_y(0);
197 } else if(state == GO_LEFT && !jump_timer.started()) {
200 } else if(state == GO_RIGHT && !jump_timer.started()) {
203 } else if(state == ANGRY_JUMPING) {
204 if(!jump_timer.started()) {
207 // make a stalactite falling down and shake camera a bit
208 Sector::current()->camera->shake(.1, 0, 10);
211 // go to other side after 3 jumps
219 jump_timer.start(ANGRY_JUMP_WAIT);
228 IMPLEMENT_FACTORY(Yeti, "yeti")