| 1 | //  SkullyHop - A Hopping Skull | 
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| 2 | //  Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de> | 
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| 3 | // | 
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| 4 | //  This program is free software: you can redistribute it and/or modify | 
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| 5 | //  it under the terms of the GNU General Public License as published by | 
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| 6 | //  the Free Software Foundation, either version 3 of the License, or | 
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| 7 | //  (at your option) any later version. | 
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| 8 | // | 
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| 9 | //  This program is distributed in the hope that it will be useful, | 
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| 10 | //  but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 11 | //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 12 | //  GNU General Public License for more details. | 
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| 13 | // | 
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| 14 | //  You should have received a copy of the GNU General Public License | 
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| 15 | //  along with this program.  If not, see <http://www.gnu.org/licenses/>. | 
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| 16 |  | 
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| 17 | #include "badguy/skullyhop.hpp" | 
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| 18 |  | 
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| 19 | #include "audio/sound_manager.hpp" | 
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| 20 | #include "math/random.hpp" | 
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| 21 | #include "sprite/sprite.hpp" | 
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| 22 |  | 
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| 23 | namespace { | 
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| 24 | const float MIN_RECOVER_TIME = 0.1f; /**< minimum time to stand still before starting a (new) jump */ | 
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| 25 | const float MAX_RECOVER_TIME = 1.0f; /**< maximum time to stand still before starting a (new) jump */ | 
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| 26 | static const std::string SKULLYHOP_SOUND = "sounds/hop.ogg"; | 
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| 27 | } | 
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| 28 |  | 
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| 29 | SkullyHop::SkullyHop(const ReaderMapping& reader) : | 
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| 30 | BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite"), | 
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| 31 | recover_timer(), | 
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| 32 | state() | 
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| 33 | { | 
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| 34 | SoundManager::current()->preload( SKULLYHOP_SOUND ); | 
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| 35 | } | 
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| 36 |  | 
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| 37 | void | 
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| 38 | SkullyHop::initialize() | 
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| 39 | { | 
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| 40 | // initial state is JUMPING, because we might start airborne | 
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| 41 | state = JUMPING; | 
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| 42 | m_sprite->set_action(m_dir == Direction::LEFT ? "jumping-left": "jumping-right"); | 
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| 43 | } | 
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| 44 |  | 
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| 45 | void | 
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| 46 | SkullyHop::set_state(SkullyHopState newState) | 
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| 47 | { | 
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| 48 | if (newState == STANDING) { | 
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| 49 | m_physic.set_velocity_x(0); | 
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| 50 | m_physic.set_velocity_y(0); | 
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| 51 | m_sprite->set_action(m_dir == Direction::LEFT ? "standing-left": "standing-right"); | 
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| 52 |  | 
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| 53 | float recover_time = gameRandom.randf(MIN_RECOVER_TIME,MAX_RECOVER_TIME); | 
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| 54 | recover_timer.start(recover_time); | 
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| 55 | } else | 
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| 56 | if (newState == CHARGING) { | 
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| 57 | m_sprite->set_action(m_dir == Direction::LEFT ? "charging-left": "charging-right", 1); | 
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| 58 | } else | 
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| 59 | if (newState == JUMPING) { | 
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| 60 | m_sprite->set_action(m_dir == Direction::LEFT ? "jumping-left": "jumping-right"); | 
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| 61 | const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */ | 
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| 62 | m_physic.set_velocity_x(m_dir == Direction::LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED); | 
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| 63 | const float VERTICAL_SPEED = -450;   /**< y-speed when jumping */ | 
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| 64 | m_physic.set_velocity_y(VERTICAL_SPEED); | 
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| 65 | SoundManager::current()->play( SKULLYHOP_SOUND, get_pos()); | 
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| 66 | } | 
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| 67 |  | 
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| 68 | state = newState; | 
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| 69 | } | 
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| 70 |  | 
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| 71 | bool | 
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| 72 | SkullyHop::collision_squished(GameObject& object) | 
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| 73 | { | 
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| 74 | if (m_frozen) | 
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| 75 | return BadGuy::collision_squished(object); | 
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| 76 |  | 
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| 77 | m_sprite->set_action(m_dir == Direction::LEFT ? "squished-left": "squished-right"); | 
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| 78 | kill_squished(object); | 
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| 79 | return true; | 
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| 80 | } | 
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| 81 |  | 
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| 82 | void | 
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| 83 | SkullyHop::collision_solid(const CollisionHit& hit) | 
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| 84 | { | 
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| 85 | if (m_frozen || BadGuy::get_state() == STATE_BURNING) | 
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| 86 | { | 
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| 87 | BadGuy::collision_solid(hit); | 
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| 88 | return; | 
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| 89 | } | 
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| 90 |  | 
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| 91 | // just default behaviour (i.e. stop at floor/walls) when squished | 
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| 92 | if (BadGuy::get_state() == STATE_SQUISHED) { | 
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| 93 | BadGuy::collision_solid(hit); | 
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| 94 | } | 
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| 95 |  | 
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| 96 | // ignore collisions while standing still | 
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| 97 | if (state != JUMPING) | 
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| 98 | return; | 
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| 99 |  | 
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| 100 | // check if we hit the floor while falling | 
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| 101 | if (hit.bottom && m_physic.get_velocity_y() > 0 ) { | 
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| 102 | set_state(STANDING); | 
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| 103 | } | 
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| 104 | // check if we hit the roof while climbing | 
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| 105 | if (hit.top) { | 
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| 106 | m_physic.set_velocity_y(0); | 
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| 107 | } | 
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| 108 |  | 
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| 109 | // check if we hit left or right while moving in either direction | 
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| 110 | if (hit.left || hit.right) { | 
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| 111 | m_dir = m_dir == Direction::LEFT ? Direction::RIGHT : Direction::LEFT; | 
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| 112 | m_sprite->set_action(m_dir == Direction::LEFT ? "jumping-left": "jumping-right"); | 
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| 113 | m_physic.set_velocity_x(-0.25f*m_physic.get_velocity_x()); | 
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| 114 | } | 
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| 115 | } | 
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| 116 |  | 
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| 117 | HitResponse | 
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| 118 | SkullyHop::collision_badguy(BadGuy& , const CollisionHit& hit) | 
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| 119 | { | 
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| 120 | // behaviour for badguy collisions is the same as for collisions with solids | 
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| 121 | collision_solid(hit); | 
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| 122 |  | 
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| 123 | return CONTINUE; | 
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| 124 | } | 
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| 125 |  | 
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| 126 | void | 
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| 127 | SkullyHop::active_update(float dt_sec) | 
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| 128 | { | 
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| 129 | BadGuy::active_update(dt_sec); | 
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| 130 |  | 
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| 131 | // no change if frozen | 
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| 132 | if (m_frozen) | 
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| 133 | return; | 
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| 134 |  | 
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| 135 | // charge when fully recovered | 
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| 136 | if ((state == STANDING) && (recover_timer.check())) { | 
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| 137 | set_state(CHARGING); | 
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| 138 | return; | 
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| 139 | } | 
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| 140 |  | 
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| 141 | // jump as soon as charging animation completed | 
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| 142 | if ((state == CHARGING) && (m_sprite->animation_done())) { | 
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| 143 | set_state(JUMPING); | 
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| 144 | return; | 
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| 145 | } | 
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| 146 | } | 
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| 147 |  | 
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| 148 | void | 
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| 149 | SkullyHop::unfreeze() | 
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| 150 | { | 
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| 151 | BadGuy::unfreeze(); | 
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| 152 | initialize(); | 
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| 153 | } | 
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| 154 |  | 
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| 155 | bool | 
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| 156 | SkullyHop::is_freezable() const | 
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| 157 | { | 
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| 158 | return true; | 
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| 159 | } | 
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| 160 |  | 
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| 161 | /* EOF */ | 
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| 162 |  | 
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