void
FlipLevelTransformer::transform_badguy(float height, BadGuy& badguy)
{
  Vector pos = badguy.get_start_position();
  pos.y = height - pos.y;
  badguy.set_start_position(pos);
}
Example #2
0
HitResponse
Block::collision(GameObject& other, const CollisionHit& )
{
  Player* player = dynamic_cast<Player*> (&other);
  if(player) {
    if(player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
      hit(*player);
    }
  }

  // only interact with other objects if...
  //   1) we are bouncing
  // and
  //   2) the object is not portable (either never or not currently)
  Portable* portable = dynamic_cast<Portable*> (&other);
  if(bouncing && (portable == 0 || (!portable->is_portable()))) {

    // Badguys get killed
    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
    if(badguy) {
      badguy->kill_fall();
    }

    // Coins get collected
    Coin* coin = dynamic_cast<Coin*> (&other);
    if(coin) {
      coin->collect();
    }

  }

  return SOLID;
}
Example #3
0
HitResponse
BonusBlock::collision(GameObject& other, const CollisionHit& hit_){

  Player* player = dynamic_cast<Player*> (&other);
  if (player) {
    if (player->does_buttjump)
      try_drop(player);
  }

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy) {
    // hit contains no information for collisions with blocks.
    // Badguy's bottom has to be below the top of the block
    // SHIFT_DELTA is required to slide over one tile gaps.
    if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > bbox.get_top() + SHIFT_DELTA ) ){
      try_open(player);
    }
  }
  Portable* portable = dynamic_cast<Portable*> (&other);
  if(portable) {
    MovingObject* moving = dynamic_cast<MovingObject*> (&other);
    if(moving->get_bbox().get_top() > bbox.get_bottom() - SHIFT_DELTA) {
      try_open(player);
    }
  }
  return Block::collision(other, hit_);
}
Example #4
0
HitResponse
Brick::collision(GameObject& other, const CollisionHit& hit_){

  Player* player = dynamic_cast<Player*> (&other);
  if (player) {
    if (player->does_buttjump) try_break(player);
    if (player->is_stone() && player->get_velocity().y >= 280) try_break(player); // stoneform breaks through bricks
  }

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy) {
    // hit contains no information for collisions with blocks.
    // Badguy's bottom has to be below the top of the brick
    // SHIFT_DELTA is required to slide over one tile gaps.
    if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > bbox.get_top() + SHIFT_DELTA ) ){
      try_break(player);
    }
  }
  Portable* portable = dynamic_cast<Portable*> (&other);
  if(portable) {
    MovingObject* moving = dynamic_cast<MovingObject*> (&other);
    if(moving->get_bbox().get_top() > bbox.get_bottom() - SHIFT_DELTA) {
      try_break(player);
    }
  }
  Explosion* explosion = dynamic_cast<Explosion*> (&other);
  if(explosion && explosion->hurts()) {
    try_break(player);
  }
  IceCrusher* icecrusher = dynamic_cast<IceCrusher*> (&other);
  if(icecrusher && coin_counter == 0)
    try_break(player);
  return Block::collision(other, hit_);
}
Example #5
0
bool
MrIceBlock::collision_squished(GameObject& object)
{
  Player* player = dynamic_cast<Player*>(&object);
  if(player && (player->does_buttjump || player->is_invincible())) {
    player->bounce(*this);
    kill_fall();
    return true;
  }

  switch(ice_state) {
    case ICESTATE_KICKED:
    {
      BadGuy* badguy = dynamic_cast<BadGuy*>(&object);
      if (badguy) {
        badguy->kill_fall();
        break;
      }
    }

    // fall through
    case ICESTATE_NORMAL:
    {
      squishcount++;
      if (squishcount >= MAXSQUISHES) {
        kill_fall();
        return true;
      }
    }

    set_state(ICESTATE_FLAT);
    nokick_timer.start(NOKICK_TIME);
    break;
    case ICESTATE_FLAT:
    {
      MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
      if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
        dir = RIGHT;
      } else {
        dir = LEFT;
      }
    }
    if (nokick_timer.check()) set_state(ICESTATE_KICKED);
    break;
    case ICESTATE_GRABBED:
      assert(false);
      break;
  }

  if (player) player->bounce(*this);
  return true;
}
Example #6
0
HitResponse
Brick::collision(GameObject& other, const CollisionHit& hit){
    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
    if(badguy) {
      // hit contains no information for collisions with blocks.
      // Badguy's bottom has to be below the top of the brick
      // +7 is required to slide over one tile gaps.
      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0 ) ){
        try_break(false);
      }
    }
   return Block::collision(other, hit);
}
HitResponse
HurtingPlatform::collision(GameObject& other, const CollisionHit& )
{
  Player* player = dynamic_cast<Player*>(&other);
  if (player) {
    player->kill(false);
  }
  BadGuy* badguy = dynamic_cast<BadGuy*>(&other);
  if (badguy) {
    badguy->kill_fall();
  }

  return FORCE_MOVE;
}
Example #8
0
HitResponse
BadGuy::collision(GameObject& other, const CollisionHit& hit)
{
  if (!is_active()) return ABORT_MOVE;

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {

    /* Badguys don't let badguys squish other badguys. It's bad. */
#if 0
    // hit from above?
    if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
      if(collision_squished(*badguy)) {
        return ABORT_MOVE;
      }
    }
#endif

    return collision_badguy(*badguy, hit);
  }

  Player* player = dynamic_cast<Player*> (&other);
  if(player) {

    // hit from above?
    if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
      if(player->is_stone()) {
        kill_fall();
        return FORCE_MOVE;
      }
      if(collision_squished(*player)) {
        return FORCE_MOVE;
      }
    }

    if(player->is_stone()) {
      collision_solid(hit);
      return FORCE_MOVE;
    }

    return collision_player(*player, hit);
  }

  Bullet* bullet = dynamic_cast<Bullet*> (&other);
  if(bullet)
    return collision_bullet(*bullet, hit);

  return FORCE_MOVE;
}
Example #9
0
HitResponse
Kugelblitz::collision_badguy(BadGuy& other , const CollisionHit& chit)
{
  //Let the Kugelblitz explode, too? The problem with that is that
  //two Kugelblitzes would cancel each other out on contact...
  other.kill_fall();
  return hit(chit);
}
Example #10
0
HitResponse
Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
{
  if (state == STALACTITE_SQUISHED) return FORCE_MOVE;

  // ignore other Stalactites
  if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;

  if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);

  if (other.is_freezable()) {
    other.freeze();
  } else {
    other.kill_fall();
  }

  return FORCE_MOVE;
}
Example #11
0
HitResponse
Explosion::collision(GameObject& other, const CollisionHit& )
{
  if ((state != STATE_EXPLODING) || !hurt)
    return ABORT_MOVE;

  Player* player = dynamic_cast<Player*>(&other);
  if(player != 0) {
    player->kill(false);
  }

  BadGuy* badguy = dynamic_cast<BadGuy*>(&other);
  if(badguy != 0) {
    badguy->kill_fall();
  }

  return ABORT_MOVE;
}
Example #12
0
HitResponse
AngryStone::collision_badguy(BadGuy& badguy, const CollisionHit& )
{
  if (state == ATTACKING) {
    badguy.kill_fall();
    return FORCE_MOVE;
  }

  return FORCE_MOVE;
}
Example #13
0
HitResponse
Block::collision(GameObject& other, const CollisionHit& )
{
  Player* player = dynamic_cast<Player*> (&other);
  if(player) {
    if(player->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
      hit(*player);
    }
  }

  // only interact with other objects if...
  //   1) we are bouncing
  //   2) the object is not portable (either never or not currently)
  //   3) the object is being hit from below (baguys don't get killed for activating boxes)
  Portable* portable = dynamic_cast<Portable*> (&other);
  MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
  bool is_portable = ((portable != 0) && portable->is_portable());
  bool hit_mo_from_below = ((moving_object == 0) || (moving_object->get_bbox().get_bottom() < (get_bbox().get_top() + SHIFT_DELTA)));
  if(bouncing && !is_portable && hit_mo_from_below) {

    // Badguys get killed
    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
    if(badguy) {
      badguy->kill_fall();
    }

    // Coins get collected
    Coin* coin = dynamic_cast<Coin*> (&other);
    if(coin) {
      coin->collect();
    }

    //Eggs get jumped
    GrowUp* growup = dynamic_cast<GrowUp*> (&other);
    if(growup) {
      growup->do_jump();
    }

  }

  return FORCE_MOVE;
}
Example #14
0
HitResponse
BonusBlock::collision(GameObject& other, const CollisionHit& hit){
    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
    if(badguy) {
      // hit contains no information for collisions with blocks.
      // Badguy's bottom has to be below the top of the bonusblock
      // +7 is required to slide over one tile gaps.
      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0) ){
        try_open();
      }
    }
    Portable* portable = dynamic_cast<Portable*> (&other);
    if(portable) {
      MovingObject* moving = dynamic_cast<MovingObject*> (&other);
      if(moving->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
        try_open();
      }
    }
    return Block::collision(other, hit);
}
Example #15
0
HitResponse
MoleRock::collision_badguy(BadGuy& badguy, const CollisionHit& )
{
  // ignore collisions with parent
  if (&badguy == parent) {
    return FORCE_MOVE;
  }
  SoundManager::current()->play("sounds/stomp.wav", get_pos());
  remove_me();
  badguy.kill_fall();
  return ABORT_MOVE;
}
Example #16
0
HitResponse
Block::collision(GameObject& other, const CollisionHit& )
{
  Player* player = dynamic_cast<Player*> (&other);
  if(player) {
    if(player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
      hit(*player);
    }
  }

  if(bouncing) {
    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
    if(badguy) {
      badguy->kill_fall();
    }
    Coin* coin = dynamic_cast<Coin*> (&other);
    if(coin) {
      coin->collect();
    }
  }

  return SOLID;
}
Example #17
0
HitResponse
IceCrusher::collision(GameObject& other, const CollisionHit& hit)
{
  Player* player = dynamic_cast<Player*>(&other);

  /* If the other object is the player, and the collision is at the bottom of
   * the ice crusher, hurt the player. */
  if (player && hit.bottom) {
    SoundManager::current()->play("sounds/brick.wav");
    if (state == CRUSHING)
      set_state(RECOVERING);
    if(player->is_invincible()) {
      return ABORT_MOVE;
    }
    player->kill(false);
    return FORCE_MOVE;
  }
  BadGuy* badguy = dynamic_cast<BadGuy*>(&other);
  if (badguy) {
    badguy->kill_fall();
  }
  return FORCE_MOVE;
}
HitResponse
BadGuy::collision(GameObject& other, const CollisionHit& hit)
{
  if (!is_active()) return ABORT_MOVE;

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {

    // hit from above?
    if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
      if(collision_squished(*badguy)) {
        return ABORT_MOVE;
      }
    }

    return collision_badguy(*badguy, hit);
  }

  Player* player = dynamic_cast<Player*> (&other);
  if(player) {

    // hit from above?
    if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
      if(collision_squished(*player)) {
        return FORCE_MOVE;
      }
    }

    return collision_player(*player, hit);
  }

  Bullet* bullet = dynamic_cast<Bullet*> (&other);
  if(bullet)
    return collision_bullet(*bullet, hit);

  return FORCE_MOVE;
}
Example #19
0
HitResponse
MrIceBlock::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
{
  switch(ice_state) {
    case ICESTATE_NORMAL:
      return WalkingBadguy::collision_badguy(badguy, hit);
    case ICESTATE_FLAT:
      return FORCE_MOVE;
    case ICESTATE_KICKED:
      badguy.kill_fall();
      return FORCE_MOVE;
    default:
      assert(false);
  }

  return ABORT_MOVE;
}
Example #20
0
HitResponse
Snail::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
{
  if (m_frozen)
    return WalkingBadguy::collision_badguy(badguy, hit);

  switch (state) {
    case STATE_NORMAL:
      return WalkingBadguy::collision_badguy(badguy, hit);
    case STATE_FLAT:
    case STATE_KICKED_DELAY:
      return FORCE_MOVE;
    case STATE_KICKED:
      badguy.kill_fall();
      return FORCE_MOVE;
    default:
      assert(false);
  }

  return ABORT_MOVE;
}
HitResponse
SnowSnail::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
{
  switch(ice_state) {
    case ICESTATE_NORMAL:
      if(fabsf(hit.normal.x) > .8) {
        dir = dir == LEFT ? RIGHT : LEFT;
        sprite->set_action(dir == LEFT ? "left" : "right");
        physic.set_velocity_x(-physic.get_velocity_x());               
      }
      return CONTINUE;
    case ICESTATE_FLAT:
      return FORCE_MOVE;
    case ICESTATE_KICKED:
      badguy.kill_fall();
      return FORCE_MOVE;
    default:
      assert(false);
  }

  return ABORT_MOVE;
}
Example #22
0
void
Player::update(float elapsed_time)
{
  if(dying && dying_timer.check()) {
    dead = true;
    return;
  }

  if(!dying && !deactivated)
    handle_input();

  // handle_input() calls apply_friction() when Tux is not walking, so we'll have to do this ourselves
  if (deactivated) apply_friction();

  // extend/shrink tux collision rectangle so that we fall through/walk over 1
  // tile holes
  if(fabsf(physic.get_velocity_x()) > MAX_WALK_XM) {
    set_width(34);
  } else {
    set_width(31.8);
  }

  // on downward slopes, adjust vertical velocity so tux walks smoothly down
  if (on_ground()) {
    if(floor_normal.y != 0) {
      if ((floor_normal.x * physic.get_velocity_x()) >= 0) {
        physic.set_velocity_y(250);
      }
    }
  }

  // handle backflipping
  if (backflipping) {
    //prevent player from changing direction when backflipping 
    dir = (backflip_direction == 1) ? LEFT : RIGHT; 
    if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
  }

  // set fall mode...
  if(on_ground()) {
    fall_mode = ON_GROUND;
    last_ground_y = get_pos().y;
  } else {
    if(get_pos().y > last_ground_y)
      fall_mode = FALLING;
    else if(fall_mode == ON_GROUND)
      fall_mode = JUMPING;
  }

  // check if we landed
  if(on_ground()) { 
    jumping = false;
    if (backflipping && (!backflip_timer.started())) {
      backflipping = false;
      backflip_direction = 0;

      // if controls are currently deactivated, we take care of standing up ourselves
      if (deactivated) do_standup();
    }
  }
 
#if 0
  // Do butt jump
  if (butt_jump && on_ground() && is_big()) {
    // Add a smoke cloud
    if (duck) 
      Sector::current()->add_smoke_cloud(Vector(get_pos().x - 32, get_pos().y));
    else 
      Sector::current()->add_smoke_cloud(
        Vector(get_pos().x - 32, get_pos().y + 32));
    
    butt_jump = false;
    
    // Break bricks beneath Tux
    if(Sector::current()->trybreakbrick(
         Vector(base.x + 1, base.y + base.height), false)
       || Sector::current()->trybreakbrick(
         Vector(base.x + base.width - 1, base.y + base.height), false)) {
      physic.set_velocity_y(-2);
      butt_jump = true;
    }
    
    // Kill nearby badguys
    std::vector<GameObject*> gameobjects = Sector::current()->gameobjects;
    for (std::vector<GameObject*>::iterator i = gameobjects.begin();
         i != gameobjects.end();
         i++) {
      BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
      if(badguy) {
        // don't kill when badguys are already dying or in a certain mode
        if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
           badguy->mode != BadGuy::BOMB_EXPLODE) {
          if (fabsf(base.x - badguy->base.x) < 96 &&
              fabsf(base.y - badguy->base.y) < 64)
            badguy->kill_me(25);
        }
      }
    }
  }
#endif

  // calculate movement for this frame
  movement = physic.get_movement(elapsed_time);

  if(grabbed_object != NULL && !dying) {
    Vector pos = get_pos() + 
      Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32);
    grabbed_object->grab(*this, pos, dir);
  }
  
  if(grabbed_object != NULL && dying){
    grabbed_object->ungrab(*this, dir);
    grabbed_object = NULL;
  }

  on_ground_flag = false;
}