1// Toad - A jumping toad
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/toad.hpp"
18
19#include "audio/sound_manager.hpp"
20#include "object/player.hpp"
21#include "sprite/sprite.hpp"
22
23namespace {
24const float VERTICAL_SPEED = -450; /**< y-speed when jumping */
25const float HORIZONTAL_SPEED = 320; /**< x-speed when jumping */
26const float TOAD_RECOVER_TIME = 0.5; /**< time to stand still before starting a (new) jump */
27static const std::string HOP_SOUND = "sounds/hop.ogg";
28}
29
30Toad::Toad(const ReaderMapping& reader) :
31 BadGuy(reader, "images/creatures/toad/toad.sprite"),
32 recover_timer(),
33 state()
34{
35 SoundManager::current()->preload(HOP_SOUND);
36}
37
38void
39Toad::initialize()
40{
41 // initial state is JUMPING, because we might start airborne
42 state = JUMPING;
43 m_sprite->set_action(m_dir == Direction::LEFT ? "jumping-left" : "jumping-right");
44}
45
46void
47Toad::set_state(ToadState newState)
48{
49 if (newState == IDLE) {
50 m_physic.set_velocity_x(0);
51 m_physic.set_velocity_y(0);
52 if (!m_frozen)
53 m_sprite->set_action(m_dir == Direction::LEFT ? "idle-left" : "idle-right");
54
55 recover_timer.start(TOAD_RECOVER_TIME);
56 } else
57 if (newState == JUMPING) {
58 m_sprite->set_action(m_dir == Direction::LEFT ? "jumping-left" : "jumping-right");
59 m_physic.set_velocity_x(m_dir == Direction::LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
60 m_physic.set_velocity_y(VERTICAL_SPEED);
61 SoundManager::current()->play( HOP_SOUND, get_pos());
62 } else
63 if (newState == FALLING) {
64 Player* player = get_nearest_player();
65 // face player
66 if (player && (player->get_bbox().get_right() < m_col.m_bbox.get_left()) && (m_dir == Direction::RIGHT)) m_dir = Direction::LEFT;
67 if (player && (player->get_bbox().get_left() > m_col.m_bbox.get_right()) && (m_dir == Direction::LEFT)) m_dir = Direction::RIGHT;
68 m_sprite->set_action(m_dir == Direction::LEFT ? "idle-left" : "idle-right");
69 }
70
71 state = newState;
72}
73
74bool
75Toad::collision_squished(GameObject& object)
76{
77 m_sprite->set_action(m_dir == Direction::LEFT ? "squished-left" : "squished-right");
78 kill_squished(object);
79 return true;
80}
81
82void
83Toad::collision_solid(const CollisionHit& hit)
84{
85 // default behavior when frozen
86 if (m_frozen || BadGuy::get_state() == STATE_BURNING)
87 {
88 BadGuy::collision_solid(hit);
89 return;
90 }
91
92 // just default behaviour (i.e. stop at floor/walls) when squished
93 if (BadGuy::get_state() == STATE_SQUISHED) {
94 BadGuy::collision_solid(hit);
95 return;
96 }
97
98 // ignore collisions while standing still
99 if (state == IDLE) {
100 return;
101 }
102
103 // check if we hit left or right while moving in either direction
104 if (((m_physic.get_velocity_x() < 0) && hit.left) || ((m_physic.get_velocity_x() > 0) && hit.right)) {
105 /*
106 dir = dir == LEFT ? RIGHT : LEFT;
107 if (state == JUMPING) {
108 sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
109 } else {
110 sprite->set_action(dir == LEFT ? "idle-left" : "idle-right");
111 }
112 */
113 m_physic.set_velocity_x(-0.25f*m_physic.get_velocity_x());
114 }
115
116 // check if we hit the floor while falling
117 if ((state == FALLING) && hit.bottom) {
118 set_state(IDLE);
119 return;
120 }
121
122 // check if we hit the roof while climbing
123 if ((state == JUMPING) && hit.top) {
124 m_physic.set_velocity_y(0);
125 }
126
127}
128
129HitResponse
130Toad::collision_badguy(BadGuy& , const CollisionHit& hit)
131{
132 // behaviour for badguy collisions is the same as for collisions with solids
133 collision_solid(hit);
134
135 return CONTINUE;
136}
137
138void
139Toad::active_update(float dt_sec)
140{
141 BadGuy::active_update(dt_sec);
142
143
144 // change sprite when we are falling and not frozen
145 if ((state == JUMPING) && (m_physic.get_velocity_y() > 0) && !m_frozen) {
146 set_state(FALLING);
147 return;
148 }
149
150 // jump when fully recovered and if not frozen
151 if ((state == IDLE) && (recover_timer.check() && !m_frozen)) {
152 set_state(JUMPING);
153 return;
154 }
155
156}
157
158void
159Toad::unfreeze()
160{
161 BadGuy::unfreeze();
162 initialize();
163}
164
165bool
166Toad::is_freezable() const
167{
168 return true;
169}
170
171/* EOF */
172