void cSpikeball :: Init( void ) { m_type = TYPE_SPIKEBALL; m_pos_z = 0.09f; m_gravity_max = 29.0f; m_counter_stay = 0.0f; m_counter_walk = 0.0f; m_counter_running = 0.0f; m_running_particle_counter = 0.0f; m_color_type = COL_DEFAULT; Set_Color( COL_GREY ); m_state = STA_FALL; Set_Moving_State( STA_WALK ); Set_Direction( DIR_RIGHT ); }
void cSpikeball :: Update( void ) { cEnemy::Update(); if( !m_valid_update || !Is_In_Range() ) { return; } Update_Animation(); if( m_state == STA_STAY ) { m_counter_stay += pFramerate->m_speed_factor; // slow down if( !Is_Float_Equal( m_velx, 0.0f ) ) { Add_Velocity_X( -m_velx * 0.25f ); if( m_velx < 0.3f && m_velx > -0.3f ) { m_velx = 0.0f; } } // set turn around image if( m_counter_stay > 40.0f && m_curr_img != 8 ) { Set_Image_Num( 8 ); // random direction if( ( rand() % 2 ) == 1 ) { // turn around m_direction = Get_Opposite_Direction( m_direction ); Update_Rotation_Hor(); } } // finished stay animation if( m_counter_stay > 60.0f ) { // run Set_Moving_State( STA_RUN ); //pAudio->Play_Sound( "enemy/spikeball/run.wav" ); } } else if( m_state == STA_WALK ) { m_counter_walk += pFramerate->m_speed_factor; // finished walking if( m_counter_walk > 240.0f ) { // stay Set_Moving_State( STA_STAY ); } } else if( m_state == STA_RUN ) { m_counter_running += pFramerate->m_speed_factor; // finished running if( m_counter_running > 120.0f ) { // walk Set_Moving_State( STA_WALK ); } // running particles m_running_particle_counter += pFramerate->m_speed_factor * 0.5f; // create particles if( m_running_particle_counter > 1.0f ) { cParticle_Emitter *anim = new cParticle_Emitter( m_sprite_manager ); anim->Set_Emitter_Rect( m_col_rect.m_x, m_col_rect.m_y + m_col_rect.m_h - 2.0f, m_col_rect.m_w ); anim->Set_Quota( static_cast<int>(m_running_particle_counter) ); anim->Set_Pos_Z( m_pos_z - 0.000001f ); anim->Set_Image( pVideo->Get_Surface( "animation/particles/smoke_black.png" ) ); anim->Set_Time_to_Live( 0.6f ); anim->Set_Scale( 0.2f ); float vel; if( m_velx > 0.0f ) { vel = m_velx; } else { vel = -m_velx; } anim->Set_Speed( vel * 0.08f, 0.1f + vel * 0.1f ); if( m_direction == DIR_RIGHT ) { anim->Set_Direction_Range( 180.0f, 90.0f ); } else { anim->Set_Direction_Range( 270.0f, 90.0f ); } anim->Emit(); pActive_Animation_Manager->Add( anim ); m_running_particle_counter -= static_cast<int>(m_running_particle_counter); } } if( m_state != STA_STAY ) { // if turn around image if( m_curr_img == 8 ) { m_anim_counter += pFramerate->m_elapsed_ticks; // back to normal animation if( m_anim_counter >= 200 ) { Reset_Animation(); Set_Image_Num( m_anim_img_start ); Set_Animation( 1 ); Update_Rotation_Hor(); } // rotate the turn image else if( m_anim_counter >= 100 ) { Update_Rotation_Hor(); } } else { Update_Velocity(); } } Update_Gravity(); }
void cFlyon::Update(void) { cEnemy::Update(); if (!m_valid_update || !Is_In_Range()) { return; } Update_Animation(); // standing ( waiting ) if (m_state == STA_STAY) { // if waiting time if (m_wait_time > 0.0f) { m_wait_time -= pFramerate->m_speed_factor; if (m_wait_time < 0.0f) { m_wait_time = 0.0f; } } // no more waiting try to jump out else { GL_rect rect1 = m_col_rect; if (m_direction == DIR_UP) { rect1.m_y -= 40.0f; rect1.m_h += 40.0f; } else if (m_direction == DIR_DOWN) { rect1.m_y += 40.0f; rect1.m_h -= 40.0f; } else if (m_direction == DIR_LEFT) { rect1.m_x -= 35.0f; rect1.m_w += 35.0f; } else if (m_direction == DIR_RIGHT) { rect1.m_x += 35.0f; rect1.m_w += 35.0f; } // if player is in front: wait again if (pLevel_Player->m_maryo_type != MARYO_GHOST && pLevel_Player->m_col_rect.Intersects(rect1)) { m_wait_time = speedfactor_fps * 2; } // if not: jump out else { Set_Moving_State(STA_FLY); } } } // flying ( moving into the destination direction ) else { // distance to final position float dist_to_final_pos = Get_End_Distance(); // multiplier for the minimal velocity float vel_mod_min = (dist_to_final_pos + (m_max_distance * 0.1f)) / m_max_distance; // if behind max distance if (vel_mod_min <= 0.1f) { vel_mod_min = 0.1f; } /* slow down * with the velocity mod which is calculated from the distance to the final position */ switch (m_direction) { case DIR_LEFT: { // move forward if (!m_move_back) { m_velx = m_dest_velx * vel_mod_min; } // move back else { m_velx = -m_dest_velx * vel_mod_min; } break; } case DIR_RIGHT: { // move forward if (!m_move_back) { m_velx = m_dest_velx * vel_mod_min; } // move back else { m_velx = -m_dest_velx * vel_mod_min; } break; } case DIR_UP: { // move forward if (!m_move_back) { m_vely = m_dest_vely * vel_mod_min; } // move back else { m_vely = -m_dest_vely * vel_mod_min; } break; } case DIR_DOWN: { // move forward if (!m_move_back) { m_vely = m_dest_vely * vel_mod_min; } // move back else { m_vely = -m_dest_vely * vel_mod_min; } break; } default: { break; } } // moving forward if (!m_move_back) { // reached final position move back if (dist_to_final_pos < 0.0f) { m_velx = -m_dest_velx * 0.01f; m_vely = -m_dest_vely * 0.01f; m_move_back = 1; } } // moving back else { // reached original position if (dist_to_final_pos > m_max_distance) { Set_Pos(m_start_pos_x, m_start_pos_y); m_wait_time = speedfactor_fps * 2; Set_Moving_State(STA_STAY); } } } }