1 | // SuperTux - WalkingBadguy |
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/walking_badguy.hpp" |
18 | |
19 | #include <math.h> |
20 | |
21 | #include "sprite/sprite.hpp" |
22 | |
23 | WalkingBadguy::WalkingBadguy(const Vector& pos, |
24 | const std::string& sprite_name_, |
25 | const std::string& walk_left_action_, |
26 | const std::string& walk_right_action_, |
27 | int layer_, |
28 | const std::string& light_sprite_name) : |
29 | BadGuy(pos, sprite_name_, layer_, light_sprite_name), |
30 | walk_left_action(walk_left_action_), |
31 | walk_right_action(walk_right_action_), |
32 | walk_speed(80), |
33 | max_drop_height(-1), |
34 | turn_around_timer(), |
35 | turn_around_counter() |
36 | { |
37 | } |
38 | |
39 | WalkingBadguy::WalkingBadguy(const Vector& pos, |
40 | Direction direction, |
41 | const std::string& sprite_name_, |
42 | const std::string& walk_left_action_, |
43 | const std::string& walk_right_action_, |
44 | int layer_, |
45 | const std::string& light_sprite_name) : |
46 | BadGuy(pos, direction, sprite_name_, layer_, light_sprite_name), |
47 | walk_left_action(walk_left_action_), |
48 | walk_right_action(walk_right_action_), |
49 | walk_speed(80), |
50 | max_drop_height(-1), |
51 | turn_around_timer(), |
52 | turn_around_counter() |
53 | { |
54 | } |
55 | |
56 | WalkingBadguy::WalkingBadguy(const ReaderMapping& reader, |
57 | const std::string& sprite_name_, |
58 | const std::string& walk_left_action_, |
59 | const std::string& walk_right_action_, |
60 | int layer_, |
61 | const std::string& light_sprite_name) : |
62 | BadGuy(reader, sprite_name_, layer_, light_sprite_name), |
63 | walk_left_action(walk_left_action_), |
64 | walk_right_action(walk_right_action_), |
65 | walk_speed(80), |
66 | max_drop_height(-1), |
67 | turn_around_timer(), |
68 | turn_around_counter() |
69 | { |
70 | } |
71 | |
72 | void |
73 | WalkingBadguy::initialize() |
74 | { |
75 | if (m_frozen) |
76 | return; |
77 | m_sprite->set_action(m_dir == Direction::LEFT ? walk_left_action : walk_right_action); |
78 | m_col.m_bbox.set_size(m_sprite->get_current_hitbox_width(), m_sprite->get_current_hitbox_height()); |
79 | m_physic.set_velocity_x(m_dir == Direction::LEFT ? -walk_speed : walk_speed); |
80 | m_physic.set_acceleration_x (0.0); |
81 | } |
82 | |
83 | void |
84 | WalkingBadguy::set_walk_speed (float ws) |
85 | { |
86 | walk_speed = fabsf(ws); |
87 | /* physic.set_velocity_x(dir == LEFT ? -walk_speed : walk_speed); */ |
88 | } |
89 | |
90 | void |
91 | WalkingBadguy::add_velocity (const Vector& velocity) |
92 | { |
93 | m_physic.set_velocity(m_physic.get_velocity() + velocity); |
94 | } |
95 | |
96 | void |
97 | WalkingBadguy::active_update(float dt_sec, float dest_x_velocity) |
98 | { |
99 | BadGuy::active_update(dt_sec); |
100 | |
101 | float current_x_velocity = m_physic.get_velocity_x (); |
102 | |
103 | if (m_frozen) |
104 | { |
105 | m_physic.set_velocity_x (0.0); |
106 | m_physic.set_acceleration_x (0.0); |
107 | } |
108 | /* We're very close to our target speed. Just set it to avoid oscillation */ |
109 | else if ((current_x_velocity > (dest_x_velocity - 5.0f)) && |
110 | (current_x_velocity < (dest_x_velocity + 5.0f))) |
111 | { |
112 | m_physic.set_velocity_x (dest_x_velocity); |
113 | m_physic.set_acceleration_x (0.0); |
114 | } |
115 | /* Check if we're going too slow or even in the wrong direction */ |
116 | else if (((dest_x_velocity <= 0.0f) && (current_x_velocity > dest_x_velocity)) || |
117 | ((dest_x_velocity > 0.0f) && (current_x_velocity < dest_x_velocity))) |
118 | { |
119 | /* acceleration == walk-speed => it will take one second to get from zero |
120 | * to full speed. */ |
121 | m_physic.set_acceleration_x (dest_x_velocity); |
122 | } |
123 | /* Check if we're going too fast */ |
124 | else if (((dest_x_velocity <= 0.0f) && (current_x_velocity < dest_x_velocity)) || |
125 | ((dest_x_velocity > 0.0f) && (current_x_velocity > dest_x_velocity))) |
126 | { |
127 | /* acceleration == walk-speed => it will take one second to get twice the |
128 | * speed to normal speed. */ |
129 | m_physic.set_acceleration_x ((-1.f) * dest_x_velocity); |
130 | } |
131 | else |
132 | { |
133 | /* The above should have covered all cases. */ |
134 | assert(false); |
135 | } |
136 | |
137 | if (max_drop_height > -1) { |
138 | if (on_ground() && might_fall(max_drop_height+1)) |
139 | { |
140 | turn_around(); |
141 | } |
142 | } |
143 | |
144 | if ((m_dir == Direction::LEFT) && (m_physic.get_velocity_x () > 0.0f)) { |
145 | m_dir = Direction::RIGHT; |
146 | set_action (walk_right_action, /* loops = */ -1); |
147 | } |
148 | else if ((m_dir == Direction::RIGHT) && (m_physic.get_velocity_x () < 0.0f)) { |
149 | m_dir = Direction::LEFT; |
150 | set_action (walk_left_action, /* loops = */ -1); |
151 | } |
152 | } |
153 | |
154 | void |
155 | WalkingBadguy::active_update(float dt_sec) |
156 | { |
157 | active_update (dt_sec, (m_dir == Direction::LEFT) ? -walk_speed : +walk_speed); |
158 | } |
159 | |
160 | void |
161 | WalkingBadguy::collision_solid(const CollisionHit& hit) |
162 | { |
163 | |
164 | update_on_ground_flag(hit); |
165 | |
166 | if (hit.top) { |
167 | if (m_physic.get_velocity_y() < 0) m_physic.set_velocity_y(0); |
168 | } |
169 | if (hit.bottom) { |
170 | if (m_physic.get_velocity_y() > 0) m_physic.set_velocity_y(0); |
171 | } |
172 | |
173 | if ((hit.left && (m_dir == Direction::LEFT)) || (hit.right && (m_dir == Direction::RIGHT))) { |
174 | turn_around(); |
175 | } |
176 | |
177 | } |
178 | |
179 | HitResponse |
180 | WalkingBadguy::collision_badguy(BadGuy& , const CollisionHit& hit) |
181 | { |
182 | if (hit.top) { |
183 | return FORCE_MOVE; |
184 | } |
185 | |
186 | if ((hit.left && (m_dir == Direction::LEFT)) || (hit.right && (m_dir == Direction::RIGHT))) { |
187 | turn_around(); |
188 | } |
189 | |
190 | return CONTINUE; |
191 | } |
192 | |
193 | void |
194 | WalkingBadguy::turn_around() |
195 | { |
196 | if (m_frozen) |
197 | return; |
198 | m_dir = m_dir == Direction::LEFT ? Direction::RIGHT : Direction::LEFT; |
199 | if (get_state() == STATE_INIT || get_state() == STATE_INACTIVE || get_state() == STATE_ACTIVE) { |
200 | m_sprite->set_action(m_dir == Direction::LEFT ? walk_left_action : walk_right_action); |
201 | } |
202 | m_physic.set_velocity_x(-m_physic.get_velocity_x()); |
203 | m_physic.set_acceleration_x (-m_physic.get_acceleration_x ()); |
204 | |
205 | // if we get dizzy, we fall off the screen |
206 | if (turn_around_timer.started()) { |
207 | if (turn_around_counter++ > 10) kill_fall(); |
208 | } else { |
209 | turn_around_timer.start(1); |
210 | turn_around_counter = 0; |
211 | } |
212 | |
213 | } |
214 | |
215 | void |
216 | WalkingBadguy::freeze() |
217 | { |
218 | BadGuy::freeze(); |
219 | m_physic.set_velocity_x(0); |
220 | } |
221 | |
222 | void |
223 | WalkingBadguy::unfreeze() |
224 | { |
225 | BadGuy::unfreeze(); |
226 | WalkingBadguy::initialize(); |
227 | } |
228 | |
229 | float |
230 | WalkingBadguy::get_velocity_y() const |
231 | { |
232 | return m_physic.get_velocity_y(); |
233 | } |
234 | |
235 | void |
236 | WalkingBadguy::set_velocity_y(float vy) |
237 | { |
238 | m_physic.set_velocity_y(vy); |
239 | } |
240 | |
241 | /* EOF */ |
242 | |