Update of /cvsroot/super-tux/supertux/src/badguy
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22652/src/badguy
Modified Files:
badguy.h stalactite.h
Log Message:
had more changes lying around here
Index: stalactite.h
===================================================================
RCS file: /cvsroot/super-tux/supertux/src/badguy/stalactite.h,v
retrieving revision 1.1
retrieving revision 1.2
diff -u -d -r1.1 -r1.2
--- stalactite.h 1 Apr 2005 12:16:52 -0000 1.1
+++ stalactite.h 3 Apr 2005 21:22:04 -0000 1.2
@@ -18,7 +18,6 @@
void deactivate();
private:
- Physic physic;
Timer2 timer;
enum StalactiteState {
Index: badguy.h
===================================================================
RCS file: /cvsroot/super-tux/supertux/src/badguy/badguy.h,v
retrieving revision 1.7
retrieving revision 1.8
diff -u -d -r1.7 -r1.8
--- badguy.h 25 Mar 2005 20:39:54 -0000 1.7
+++ badguy.h 3 Apr 2005 21:22:04 -0000 1.8
@@ -27,13 +27,24 @@
BadGuy();
~BadGuy();
- //virtual void action_activated(float elapsed_time);
-
+ /** Called when the badguy is drawn. The default implementation simply draws
+ * the badguy sprite on screen
+ */
virtual void draw(DrawingContext& context);
+ /** Called each frame. The default implementation checks badguy state and
+ * calls active_action and inactive_action
+ */
virtual void action(float elapsed_time);
+ /** Called when a collision with another object occured. The default
+ * implemetnation calls collision_player, collision_solid, collision_badguy
+ * and collision_squished
+ */
virtual HitResponse collision(GameObject& other,
const CollisionHit& hit);
+ /** Set the badguy to kill/falling state, which makes him falling of the
+ * screen (his sprite is turned upside-down)
+ */
virtual void kill_fall();
Vector get_start_position() const
@@ -53,17 +64,25 @@
STATE_SQUISHED,
STATE_FALLING
};
-
+
+ /** Called when the badguy collided with a player */
virtual HitResponse collision_player(Player& player,
const CollisionHit& hit);
+ /** Called when the badguy collided with solid ground */
virtual HitResponse collision_solid(GameObject& other,
const CollisionHit& hit);
+ /** Called when the badguy collided with another badguy */
virtual HitResponse collision_badguy(BadGuy& other,
const CollisionHit& hit);
-
+
+ /** Called when the player hit the badguy from above. You should return true
+ * if the badguy was squished, false if squishing wasn't possible
+ */
virtual bool collision_squished(Player& player);
+ /** called each frame when the badguy is activated. */
virtual void active_action(float elapsed_time);
+ /** called each frame when the badguy is not activated. */
virtual void inactive_action(float elapsed_time);
/**
|