static const float X_OFFSCREEN_DISTANCE = 1280;
static const float Y_OFFSCREEN_DISTANCE = 800;
-static const int LAYER_FALLING = 500;
-BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
- MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
+BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name_, int layer_) :
+ MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED),
physic(),
countMe(true),
is_initialized(false),
start_dir(AUTO),
frozen(false),
ignited(false),
+ in_water(false),
dead_script(),
state(STATE_INIT),
is_active_flag(),
{
start_position = bbox.p1;
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/splash.ogg");
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
-BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) :
- MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
+BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name_, int layer_) :
+ MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED),
physic(),
countMe(true),
is_initialized(false),
start_dir(direction),
frozen(false),
ignited(false),
+ in_water(false),
dead_script(),
state(STATE_INIT),
is_active_flag(),
{
start_position = bbox.p1;
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/splash.ogg");
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
-BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) :
- MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED),
+BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name_, int layer_) :
+ MovingSprite(reader, sprite_name_, layer_, COLGROUP_DISABLED),
physic(),
countMe(true),
is_initialized(false),
start_dir(AUTO),
frozen(false),
ignited(false),
+ in_water(false),
dead_script(),
state(STATE_INIT),
is_active_flag(),
reader.get("dead-script", dead_script);
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/splash.ogg");
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
// Don't kill badguys that have already been killed
if (!is_active()) return;
+ if(tile_attributes & Tile::WATER && !is_in_water())
+ {
+ in_water = true;
+ SoundManager::current()->play("sounds/splash.ogg", get_pos());
+ }
+ if(!(tile_attributes & Tile::WATER) && is_in_water())
+ {
+ in_water = false;
+ }
+
if(tile_attributes & Tile::HURTS) {
if (tile_attributes & Tile::FIRE) {
if (is_flammable()) ignite();
// hit from above?
if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
+ if(player->is_stone()) {
+ kill_fall();
+ return FORCE_MOVE;
+ }
if(collision_squished(*player)) {
return FORCE_MOVE;
}
}
+ if(player->is_stone()) {
+ collision_solid(hit);
+ return FORCE_MOVE;
+ }
+
return collision_player(*player, hit);
}
{
if (!is_active()) return;
- sound_manager->play("sounds/squish.wav", get_pos());
+ SoundManager::current()->play("sounds/squish.wav", get_pos());
physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
{
if (!is_active()) return;
- sound_manager->play("sounds/fall.wav", get_pos());
+ SoundManager::current()->play("sounds/fall.wav", get_pos());
physic.set_velocity_y(0);
physic.set_acceleration_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
- layer = LAYER_FALLING;
+
+ // Set the badguy layer to be the foremost, so that
+ // this does not reveal secret tilemaps:
+ layer = Sector::current()->get_foremost_layer() + 1;
// start dead-script
run_dead_script();
}
void
-BadGuy::set_state(State state)
+BadGuy::set_state(State state_)
{
- if(this->state == state)
+ if(this->state == state_)
return;
State laststate = this->state;
- this->state = state;
- switch(state) {
+ this->state = state_;
+ switch(state_) {
case STATE_SQUISHED:
state_timer.start(SQUISH_TIME);
break;
// if starting direction was set to AUTO, this is our chance to re-orient the badguy
if (start_dir == AUTO) {
- Player* player = get_nearest_player();
- if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
+ Player* player_ = get_nearest_player();
+ if (player_ && (player_->get_bbox().p1.x > get_bbox().p2.x)) {
dir = RIGHT;
} else {
dir = LEFT;
return frozen;
}
+bool
+BadGuy::is_in_water() const
+{
+ return in_water;
+}
+
void
BadGuy::ignite()
{
}
void
-BadGuy::set_colgroup_active(CollisionGroup group)
+BadGuy::set_colgroup_active(CollisionGroup group_)
{
- this->colgroup_active = group;
- if (state == STATE_ACTIVE) set_group(group);
+ this->colgroup_active = group_;
+ if (state == STATE_ACTIVE) set_group(group_);
}
/* EOF */