Stumpy Class Reference

#include <stumpy.hpp>

Inherits WalkingBadguy.

List of all members.

Public Member Functions

 Stumpy (const Reader &reader)
 Stumpy (const Vector &pos, Direction d)
void initialize ()
 called immediately before the first call to initialize
void active_update (float elapsed_time)
 called each frame when the badguy is activated.
void collision_solid (const CollisionHit &hit)
 Called when the badguy collided with solid ground.
HitResponse collision_badguy (BadGuy &badguy, const CollisionHit &hit)
 Called when the badguy collided with another badguy.

Protected Types

enum  MyState { STATE_INVINCIBLE, STATE_NORMAL }

Protected Member Functions

bool collision_squished (GameObject &object)
 Called when the player hit the badguy from above.

Private Attributes

MyState mystate
Timer invincible_timer


Detailed Description

Definition at line 22 of file stumpy.hpp.


Member Enumeration Documentation

enum Stumpy::MyState [protected]

Enumerator:
STATE_INVINCIBLE 
STATE_NORMAL 

Definition at line 34 of file stumpy.hpp.

00034                {
00035     STATE_INVINCIBLE, STATE_NORMAL
00036   };


Constructor & Destructor Documentation

Stumpy::Stumpy ( const Reader reader  ) 

Definition at line 31 of file stumpy.cpp.

References WalkingBadguy::max_drop_height, SoundManager::preload(), sound_manager, STUMPY_SPEED, and WalkingBadguy::walk_speed.

00031                                    :
00032   WalkingBadguy(reader, "images/creatures/mr_tree/stumpy.sprite","left","right"), 
00033   mystate(STATE_NORMAL),
00034   invincible_timer()
00035 {
00036   walk_speed = STUMPY_SPEED;
00037   max_drop_height = 16;
00038   sound_manager->preload("sounds/mr_treehit.ogg");
00039 }

Stumpy::Stumpy ( const Vector pos,
Direction  d 
)

Definition at line 41 of file stumpy.cpp.

References INVINCIBLE_TIME, invincible_timer, WalkingBadguy::max_drop_height, SoundManager::preload(), sound_manager, Timer::start(), STUMPY_SPEED, and WalkingBadguy::walk_speed.

00041                                              :
00042   WalkingBadguy(pos, d, "images/creatures/mr_tree/stumpy.sprite","left","right"), 
00043   mystate(STATE_INVINCIBLE),
00044   invincible_timer()
00045 {
00046   walk_speed = STUMPY_SPEED;
00047   max_drop_height = 16;
00048   sound_manager->preload("sounds/mr_treehit.ogg");
00049   invincible_timer.start(INVINCIBLE_TIME);
00050 }


Member Function Documentation

void Stumpy::initialize (  )  [virtual]

called immediately before the first call to initialize

Reimplemented from WalkingBadguy.

Definition at line 53 of file stumpy.cpp.

References MovingObject::bbox, BadGuy::dir, WalkingBadguy::initialize(), LEFT, mystate, BadGuy::physic, Rectf::set_size(), Physic::set_velocity_x(), MovingSprite::sprite, STATE_INVINCIBLE, and STATE_NORMAL.

00054 {
00055   switch (mystate) {
00056     case STATE_INVINCIBLE:
00057       sprite->set_action(dir == LEFT ? "dizzy-left" : "dizzy-right");
00058       bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
00059       physic.set_velocity_x(0);
00060       break;
00061     case STATE_NORMAL:
00062       WalkingBadguy::initialize();
00063       break;
00064   }
00065 }

void Stumpy::active_update ( float  elapsed_time  )  [virtual]

called each frame when the badguy is activated.

Reimplemented from WalkingBadguy.

Definition at line 68 of file stumpy.cpp.

References WalkingBadguy::active_update(), BadGuy::active_update(), Timer::check(), WalkingBadguy::initialize(), invincible_timer, mystate, STATE_INVINCIBLE, and STATE_NORMAL.

00069 {
00070   switch (mystate) {
00071     case STATE_INVINCIBLE:
00072       if (invincible_timer.check()) {
00073         mystate = STATE_NORMAL;
00074         WalkingBadguy::initialize();
00075       }
00076       BadGuy::active_update(elapsed_time);
00077       break;
00078     case STATE_NORMAL:
00079       WalkingBadguy::active_update(elapsed_time);
00080       break;
00081   }
00082 }

void Stumpy::collision_solid ( const CollisionHit hit  )  [virtual]

Called when the badguy collided with solid ground.

Reimplemented from WalkingBadguy.

Definition at line 123 of file stumpy.cpp.

References CollisionHit::bottom, WalkingBadguy::collision_solid(), CollisionHit::left, mystate, BadGuy::physic, CollisionHit::right, Physic::set_velocity_x(), Physic::set_velocity_y(), STATE_INVINCIBLE, STATE_NORMAL, CollisionHit::top, and BadGuy::update_on_ground_flag().

00124 {
00125   update_on_ground_flag(hit);
00126 
00127   switch (mystate) {
00128     case STATE_INVINCIBLE:
00129       if(hit.top || hit.bottom) {
00130         physic.set_velocity_y(0);
00131       }
00132       if(hit.left || hit.right) {
00133         physic.set_velocity_x(0);
00134       }
00135       break;
00136     case STATE_NORMAL:
00137       WalkingBadguy::collision_solid(hit);
00138       break;
00139   }
00140 }

HitResponse Stumpy::collision_badguy ( BadGuy badguy,
const CollisionHit hit 
) [virtual]

Called when the badguy collided with another badguy.

Reimplemented from WalkingBadguy.

Definition at line 143 of file stumpy.cpp.

References CollisionHit::bottom, WalkingBadguy::collision_badguy(), CONTINUE, CollisionHit::left, mystate, BadGuy::physic, CollisionHit::right, Physic::set_velocity_x(), Physic::set_velocity_y(), STATE_INVINCIBLE, STATE_NORMAL, and CollisionHit::top.

00144 {
00145   switch (mystate) {
00146     case STATE_INVINCIBLE:
00147       if(hit.top || hit.bottom) {
00148         physic.set_velocity_y(0);
00149       }
00150       if(hit.left || hit.right) {
00151         physic.set_velocity_x(0);
00152       }
00153       return CONTINUE;
00154       break;
00155     case STATE_NORMAL:
00156       return WalkingBadguy::collision_badguy(badguy, hit);
00157       break;
00158   }
00159   return CONTINUE;
00160 }

bool Stumpy::collision_squished ( GameObject object  )  [protected, virtual]

Called when the player hit the badguy from above.

You should return true if the badguy was squished, false if squishing wasn't possible

Reimplemented from BadGuy.

Definition at line 85 of file stumpy.cpp.

References Sector::add_object(), ANCHOR_MIDDLE, MovingObject::bbox, Player::bounce(), Sector::current(), BadGuy::dir, Rectf::get_middle(), MovingObject::get_pos(), graphicsRandom, BadGuy::kill_squished(), LAYER_OBJECTS, LEFT, mystate, SoundManager::play(), RandomGenerator::randf(), MovingObject::set_size(), sound_manager, MovingSprite::sprite, STATE_INVINCIBLE, and STATE_NORMAL.

00086 {
00087 
00088   // if we're still invincible, we ignore the hit
00089   if (mystate == STATE_INVINCIBLE) {
00090     sound_manager->play("sounds/mr_treehit.ogg", get_pos());
00091     Player* player = dynamic_cast<Player*>(&object);
00092     if (player) player->bounce(*this);
00093     return true;
00094   }
00095 
00096   // if we can die, we do
00097   if (mystate == STATE_NORMAL) {
00098     sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
00099     set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
00100     kill_squished(object);
00101     // spawn some particles
00102     // TODO: provide convenience function in MovingSprite or MovingObject?
00103     for (int i = 0; i < 25; i++) {
00104       Vector ppos = bbox.get_middle();
00105       float angle = graphicsRandom.randf(-M_PI_2, M_PI_2);
00106       float velocity = graphicsRandom.randf(45, 90);
00107       float vx = sin(angle)*velocity;
00108       float vy = -cos(angle)*velocity;
00109       Vector pspeed = Vector(vx, vy);
00110       Vector paccel = Vector(0, 100);
00111       Sector::current()->add_object(new SpriteParticle("images/objects/particles/bark.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
00112     }
00113 
00114     return true;
00115 
00116   }
00117 
00118   //TODO: exception?
00119   return true;
00120 }


Member Data Documentation

MyState Stumpy::mystate [private]

Definition at line 42 of file stumpy.hpp.

Referenced by active_update(), collision_badguy(), collision_solid(), collision_squished(), and initialize().

Timer Stumpy::invincible_timer [private]

Definition at line 43 of file stumpy.hpp.

Referenced by active_update(), and Stumpy().


The documentation for this class was generated from the following files:
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