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