Update of /cvsroot/super-tux/supertux/src/badguy
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv14310/src/badguy
Added Files:
stalactite.cpp stalactite.h
Log Message:
-Worldmap cleanups (use DrawingContext transformstack)
-Refactoring/Cleanup in PlayerStatus handling (no separate handling of
PlayerStatus in Player object now)
-Reimplemented stalactite badguy
-more smaller cleanups
--- NEW FILE: stalactite.h ---
#ifndef __STALACTITE_H__
#define __STALACTITE_H__
#include "badguy.h"
class Stalactite : public BadGuy
{
public:
Stalactite(const lisp::Lisp& reader);
void active_action(float elapsed_time);
void write(lisp::Writer& writer);
HitResponse collision_solid(GameObject& other, const CollisionHit& hit);
HitResponse collision_player(Player& player, const CollisionHit& hit);
void kill_fall();
void draw(DrawingContext& context);
void deactivate();
private:
Physic physic;
Timer2 timer;
enum StalactiteState {
STALACTITE_HANGING,
STALACTITE_SHAKING,
STALACTITE_FALLING,
STALACTITE_SQUISHED
};
StalactiteState state;
};
#endif
--- NEW FILE: stalactite.cpp ---
#include <config.h>
#include "stalactite.h"
static const int SHAKE_RANGE = 40;
static const float SHAKE_TIME = .8;
static const float SQUISH_TIME = 2;
Stalactite::Stalactite(const lisp::Lisp& lisp)
{
lisp.get("x", start_position.x);
lisp.get("y", start_position.y);
bbox.set_size(31.8, 31.8);
sprite = sprite_manager->create("stalactite");
state = STALACTITE_HANGING;
}
void
Stalactite::write(lisp::Writer& writer)
{
writer.start_list("stalactite");
writer.write_float("x", start_position.x);
writer.write_float("y", start_position.y);
writer.end_list("stalactite");
}
void
Stalactite::active_action(float elapsed_time)
{
if(state == STALACTITE_HANGING) {
Player* player = Sector::current()->player;
if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE
&& player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE
&& player->get_bbox().p2.y > bbox.p1.y) {
timer.start(SHAKE_TIME);
state = STALACTITE_SHAKING;
}
} else if(state == STALACTITE_SHAKING) {
if(timer.check()) {
state = STALACTITE_FALLING;
physic.enable_gravity(true);
}
} else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
movement = physic.get_movement(elapsed_time);
if(state == STALACTITE_SQUISHED && timer.check())
remove_me();
}
}
HitResponse
Stalactite::collision_solid(GameObject& , const CollisionHit& hit)
{
if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
return FORCE_MOVE;
if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
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& )
{
if(state != STALACTITE_SQUISHED) {
player.kill(Player::SHRINK);
}
return FORCE_MOVE;
}
void
Stalactite::kill_fall()
{
}
void
Stalactite::draw(DrawingContext& context)
{
if(state == STALACTITE_SHAKING) {
sprite->draw(context, get_pos() + Vector((rand() % 6)-3, 0), LAYER_OBJECTS);
} else {
sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
}
void
Stalactite::deactivate()
{
if(state != STALACTITE_HANGING)
remove_me();
}
IMPLEMENT_FACTORY(Stalactite, "stalactite")
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