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- // Toad - A jumping toad
- // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
- //
- // This program is free software: you can redistribute it and/or modify
- // it under the terms of the GNU General Public License as published by
- // the Free Software Foundation, either version 3 of the License, or
- // (at your option) any later version.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License
- // along with this program. If not, see <http://www.gnu.org/licenses/>.
- #include "badguy/toad.hpp"
- #include "audio/sound_manager.hpp"
- #include "object/player.hpp"
- #include "sprite/sprite.hpp"
- namespace {
- const float VERTICAL_SPEED = -450; /**< y-speed when jumping */
- const float HORIZONTAL_SPEED = 320; /**< x-speed when jumping */
- const float TOAD_RECOVER_TIME = 0.5; /**< time to stand still before starting a (new) jump */
- static const std::string HOP_SOUND = "sounds/hop.ogg";
- }
- Toad::Toad(const ReaderMapping& reader) :
- BadGuy(reader, "images/creatures/toad/toad.sprite"),
- recover_timer(),
- state()
- {
- SoundManager::current()->preload(HOP_SOUND);
- }
- void
- Toad::initialize()
- {
- // initial state is JUMPING, because we might start airborne
- state = JUMPING;
- m_sprite->set_action(m_dir == Direction::LEFT ? "jumping-left" : "jumping-right");
- }
- void
- Toad::set_state(ToadState newState)
- {
- if (newState == IDLE) {
- m_physic.set_velocity_x(0);
- m_physic.set_velocity_y(0);
- if (!m_frozen)
- m_sprite->set_action(m_dir == Direction::LEFT ? "idle-left" : "idle-right");
- recover_timer.start(TOAD_RECOVER_TIME);
- } else
- if (newState == JUMPING) {
- m_sprite->set_action(m_dir == Direction::LEFT ? "jumping-left" : "jumping-right");
- m_physic.set_velocity_x(m_dir == Direction::LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
- m_physic.set_velocity_y(VERTICAL_SPEED);
- SoundManager::current()->play( HOP_SOUND, get_pos());
- } else
- if (newState == FALLING) {
- Player* player = get_nearest_player();
- // face player
- if (player && (player->get_bbox().get_right() < m_col.m_bbox.get_left()) && (m_dir == Direction::RIGHT)) m_dir = Direction::LEFT;
- if (player && (player->get_bbox().get_left() > m_col.m_bbox.get_right()) && (m_dir == Direction::LEFT)) m_dir = Direction::RIGHT;
- m_sprite->set_action(m_dir == Direction::LEFT ? "idle-left" : "idle-right");
- }
- state = newState;
- }
- bool
- Toad::collision_squished(GameObject& object)
- {
- m_sprite->set_action(m_dir == Direction::LEFT ? "squished-left" : "squished-right");
- kill_squished(object);
- return true;
- }
- void
- Toad::collision_solid(const CollisionHit& hit)
- {
- // default behavior when frozen
- if (m_frozen || BadGuy::get_state() == STATE_BURNING)
- {
- BadGuy::collision_solid(hit);
- return;
- }
- // just default behaviour (i.e. stop at floor/walls) when squished
- if (BadGuy::get_state() == STATE_SQUISHED) {
- BadGuy::collision_solid(hit);
- return;
- }
- // ignore collisions while standing still
- if (state == IDLE) {
- return;
- }
- // check if we hit left or right while moving in either direction
- if (((m_physic.get_velocity_x() < 0) && hit.left) || ((m_physic.get_velocity_x() > 0) && hit.right)) {
- /*
- dir = dir == LEFT ? RIGHT : LEFT;
- if (state == JUMPING) {
- sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
- } else {
- sprite->set_action(dir == LEFT ? "idle-left" : "idle-right");
- }
- */
- m_physic.set_velocity_x(-0.25f*m_physic.get_velocity_x());
- }
- // check if we hit the floor while falling
- if ((state == FALLING) && hit.bottom) {
- set_state(IDLE);
- return;
- }
- // check if we hit the roof while climbing
- if ((state == JUMPING) && hit.top) {
- m_physic.set_velocity_y(0);
- }
- }
- HitResponse
- Toad::collision_badguy(BadGuy& , const CollisionHit& hit)
- {
- // behaviour for badguy collisions is the same as for collisions with solids
- collision_solid(hit);
- return CONTINUE;
- }
- void
- Toad::active_update(float dt_sec)
- {
- BadGuy::active_update(dt_sec);
- // change sprite when we are falling and not frozen
- if ((state == JUMPING) && (m_physic.get_velocity_y() > 0) && !m_frozen) {
- set_state(FALLING);
- return;
- }
- // jump when fully recovered and if not frozen
- if ((state == IDLE) && (recover_timer.check() && !m_frozen)) {
- set_state(JUMPING);
- return;
- }
- }
- void
- Toad::unfreeze()
- {
- BadGuy::unfreeze();
- initialize();
- }
- bool
- Toad::is_freezable() const
- {
- return true;
- }
- /* EOF */
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