| 1 | // SuperTux |
| 2 | // Copyright (C) 2006 Matthias Braun <matze@braunis.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/stumpy.hpp" |
| 18 | |
| 19 | #include <math.h> |
| 20 | |
| 21 | #include "audio/sound_manager.hpp" |
| 22 | #include "math/random.hpp" |
| 23 | #include "math/util.hpp" |
| 24 | #include "object/player.hpp" |
| 25 | #include "object/sprite_particle.hpp" |
| 26 | #include "sprite/sprite.hpp" |
| 27 | #include "supertux/sector.hpp" |
| 28 | |
| 29 | static const float STUMPY_SPEED = 120; |
| 30 | static const float INVINCIBLE_TIME = 1; |
| 31 | |
| 32 | Stumpy::Stumpy(const ReaderMapping& reader) : |
| 33 | WalkingBadguy(reader, "images/creatures/mr_tree/stumpy.sprite" ,"left" ,"right" , LAYER_OBJECTS, |
| 34 | "images/objects/lightmap_light/lightmap_light-large.sprite" ), |
| 35 | mystate(STATE_NORMAL), |
| 36 | invincible_timer() |
| 37 | { |
| 38 | walk_speed = STUMPY_SPEED; |
| 39 | max_drop_height = 16; |
| 40 | SoundManager::current()->preload("sounds/mr_treehit.ogg" ); |
| 41 | } |
| 42 | |
| 43 | Stumpy::Stumpy(const Vector& pos, Direction d) : |
| 44 | WalkingBadguy(pos, d, "images/creatures/mr_tree/stumpy.sprite" ,"left" ,"right" ), |
| 45 | mystate(STATE_INVINCIBLE), |
| 46 | invincible_timer() |
| 47 | { |
| 48 | walk_speed = STUMPY_SPEED; |
| 49 | max_drop_height = 16; |
| 50 | SoundManager::current()->preload("sounds/mr_treehit.ogg" ); |
| 51 | invincible_timer.start(INVINCIBLE_TIME); |
| 52 | } |
| 53 | |
| 54 | void |
| 55 | Stumpy::initialize() |
| 56 | { |
| 57 | switch (mystate) { |
| 58 | case STATE_INVINCIBLE: |
| 59 | m_sprite->set_action(m_dir == Direction::LEFT ? "dizzy-left" : "dizzy-right" ); |
| 60 | m_col.m_bbox.set_size(m_sprite->get_current_hitbox_width(), m_sprite->get_current_hitbox_height()); |
| 61 | m_physic.set_velocity_x(0); |
| 62 | break; |
| 63 | case STATE_NORMAL: |
| 64 | WalkingBadguy::initialize(); |
| 65 | break; |
| 66 | } |
| 67 | } |
| 68 | |
| 69 | void |
| 70 | Stumpy::active_update(float dt_sec) |
| 71 | { |
| 72 | switch (mystate) { |
| 73 | case STATE_INVINCIBLE: |
| 74 | if (invincible_timer.check()) { |
| 75 | mystate = STATE_NORMAL; |
| 76 | WalkingBadguy::initialize(); |
| 77 | } |
| 78 | BadGuy::active_update(dt_sec); |
| 79 | break; |
| 80 | case STATE_NORMAL: |
| 81 | WalkingBadguy::active_update(dt_sec); |
| 82 | break; |
| 83 | } |
| 84 | } |
| 85 | |
| 86 | bool |
| 87 | Stumpy::collision_squished(GameObject& object) |
| 88 | { |
| 89 | |
| 90 | // if we're still invincible, we ignore the hit |
| 91 | if (mystate == STATE_INVINCIBLE) { |
| 92 | SoundManager::current()->play("sounds/mr_treehit.ogg" , get_pos()); |
| 93 | auto player = dynamic_cast<Player*>(&object); |
| 94 | if (player) player->bounce(*this); |
| 95 | return true; |
| 96 | } |
| 97 | |
| 98 | // if we can die, we do |
| 99 | if (mystate == STATE_NORMAL) { |
| 100 | m_sprite->set_action(m_dir == Direction::LEFT ? "squished-left" : "squished-right" ); |
| 101 | m_col.set_size(m_sprite->get_current_hitbox_width(), m_sprite->get_current_hitbox_height()); |
| 102 | kill_squished(object); |
| 103 | // spawn some particles |
| 104 | // TODO: provide convenience function in MovingSprite or MovingObject? |
| 105 | for (int i = 0; i < 25; i++) { |
| 106 | Vector ppos = m_col.m_bbox.get_middle(); |
| 107 | float angle = graphicsRandom.randf(-math::PI_2, math::PI_2); |
| 108 | float velocity = graphicsRandom.randf(45, 90); |
| 109 | float vx = sinf(angle)*velocity; |
| 110 | float vy = -cosf(angle)*velocity; |
| 111 | Vector pspeed = Vector(vx, vy); |
| 112 | Vector paccel = Vector(0, Sector::get().get_gravity()*10); |
| 113 | Sector::get().add<SpriteParticle>("images/objects/particles/bark.sprite" , |
| 114 | "default" , |
| 115 | ppos, ANCHOR_MIDDLE, |
| 116 | pspeed, paccel, |
| 117 | LAYER_OBJECTS-1); |
| 118 | } |
| 119 | |
| 120 | return true; |
| 121 | |
| 122 | } |
| 123 | |
| 124 | //TODO: exception? |
| 125 | return true; |
| 126 | } |
| 127 | |
| 128 | void |
| 129 | Stumpy::collision_solid(const CollisionHit& hit) |
| 130 | { |
| 131 | update_on_ground_flag(hit); |
| 132 | |
| 133 | switch (mystate) { |
| 134 | case STATE_INVINCIBLE: |
| 135 | if (hit.top || hit.bottom) { |
| 136 | m_physic.set_velocity_y(0); |
| 137 | } |
| 138 | if (hit.left || hit.right) { |
| 139 | m_physic.set_velocity_x(0); |
| 140 | } |
| 141 | break; |
| 142 | case STATE_NORMAL: |
| 143 | WalkingBadguy::collision_solid(hit); |
| 144 | break; |
| 145 | } |
| 146 | } |
| 147 | |
| 148 | HitResponse |
| 149 | Stumpy::collision_badguy(BadGuy& badguy, const CollisionHit& hit) |
| 150 | { |
| 151 | switch (mystate) { |
| 152 | case STATE_INVINCIBLE: |
| 153 | if (hit.top || hit.bottom) { |
| 154 | m_physic.set_velocity_y(0); |
| 155 | } |
| 156 | if (hit.left || hit.right) { |
| 157 | m_physic.set_velocity_x(0); |
| 158 | } |
| 159 | return CONTINUE; |
| 160 | |
| 161 | case STATE_NORMAL: |
| 162 | return WalkingBadguy::collision_badguy(badguy, hit); |
| 163 | } |
| 164 | return CONTINUE; |
| 165 | } |
| 166 | |
| 167 | bool |
| 168 | Stumpy::is_freezable() const |
| 169 | { |
| 170 | return true; |
| 171 | } |
| 172 | |
| 173 | /* EOF */ |
| 174 | |