Пример #1
0
void Role::updater(float dt)
{
    updateJumping(mJumpingState);
    if (mIsUserMode) return;

	updateMoving();
    mAIManager->autoMode();
}
Пример #2
0
bool CandyBoss::update(float dt) 
{
	//When smiley triggers the boss' enemy blocks start his dialogue.
	if (state == CANDY_STATE_INACTIVE && !startedIntroDialogue) {
		if (smh->enemyGroupManager->groups[groupID].triggeredYet) {
			smh->windowManager->openDialogueTextBox(-1, CANDY_INTRO_TEXT);
			startedIntroDialogue = true;
		} else {
			return false;
		}
	}

	//Activate the boss when the intro dialogue is closed
	if (state == CANDY_STATE_INACTIVE && startedIntroDialogue && !smh->windowManager->isTextBoxOpen()) {
		enterState(FIRST_STATE);
		smh->soundManager->playMusic("bossMusic");
	}

	//Squash silly pads with Bartli's massive girth
	if (!jumping)
	{
		gridX = Util::getGridX(x);
		gridY = Util::getGridY(y);
		for (int i = gridX-1; i < gridX + 1; i++)
		{
			for (int j = gridY-1; j < gridY + 1; j++)
			{
				smh->environment->destroySillyPad(i, j);
			}
		}
	}

	if (shrinking) 
	{
		size -= (NUM_LIVES - numLives + 1) * .0225 * dt;
		if (smh->timePassedSince(timeStartedShrink) > SHRINKING_DURATION) {
			shrinking = false;
		} else if (!spawnedBartletYet && smh->timePassedSince(timeStartedShrink) > SHRINKING_DURATION / 2.0) {
			spawnBartlet(x, y);
			spawnedBartletYet = true;
		}
	}
	else
	{
		timeInState += dt;

		//Stage 1 - running
		if (state == CANDY_STATE_RUNNING) {
			updateRun(dt);
			if (timeInState > RUN_STATE_DURATION) {
				enterState(CANDY_STATE_MOVING_TO_CENTER);
			}
		}

		//Stage 2a - move back to the middle of the arena before throwing candy
		if (state == CANDY_STATE_MOVING_TO_CENTER) {
			updateRun(dt);
			if (timeInState >= timeToGetToCenter) {
				enterState(CANDY_STATE_THROWING_CANDY);
				//Play a sound
				smh->soundManager->playSound("snd_BartliRapid");
			}
		}

		//Stage 2b - throwing candy
		if (state == CANDY_STATE_THROWING_CANDY) {
			updateThrowingCandy(dt);
			if (timeInState > THROWING_CANDY_STATE_DURATION) {
				enterState(CANDY_STATE_JUMPING);
			}
		}

		//Stage 3a - jumping
		if (state == CANDY_STATE_JUMPING) {
			updateJumping(dt);
			if (numJumps >= 6) {
				jumping = false;
				enterState(CANDY_STATE_RESTING);
			}
		}

		//Stage 3b - multi jump (only if you get hit by the shockwave)
		if (state == CANDY_STATE_MULTI_JUMP) {
			updateJumping(dt);
			if (numJumps >= 5) {
				jumping = false;
				//Go back to stage one if they got hit by the shockwave!
				enterState(CANDY_STATE_RUNNING);
			}
		}

		//Stage 4 - resting
		if (state == CANDY_STATE_RESTING) {
			updateResting(dt);
			if (timeInState > REST_STATE_DURATION) {
				enterState(CANDY_STATE_RUNNING);
			}
		}

		//Player collision
		if (jumpYOffset < 65.0) 
		{
			setCollisionBox(collisionBox, x, y - jumpYOffset);
		}
		else
		{
			//Bartli can't collide with the player when she is in the air
			setCollisionBox(collisionBox, -1.0, -1.0);
		}

		if (smh->player->collisionCircle->testBox(collisionBox)) {
			if (state == CANDY_STATE_MULTI_JUMP) {
				if (smh->timePassedSince(lastTimeHitSmiley) > 0.5 * (1.0 / speedMultiplier)) {
					smh->player->dealDamage(0.25, false);
					lastTimeHitSmiley = smh->getGameTime();
				}
				smh->setDebugText("Smiley hit by CandyBoss during MultiJump");
			} else {
				if (smh->timePassedSince(lastTimeHitSmiley) > 0.5 * (1.0 / speedMultiplier)) {
					smh->player->dealDamageAndKnockback(COLLISION_DAMAGE, true, 225.0, x, y);
					smh->setDebugText("Smiley hit by CandyBoss");
				}
			}
		}

		updateLimbs(dt);
			
		//Take damage from stuff
		if (smh->player->getTongue()->testCollision(collisionBox) && smh->timePassedSince(lastTimeHit) > FLASHING_DURATION) 
		{
			dealDamage(smh->player->getDamage());
		}
		if (smh->player->fireBreathParticle->testCollision(collisionBox)) 
		{
			//Scale down fire breath a bit otherwise its too strong
			dealDamage(smh->player->getFireBreathDamage() * 0.8 * dt);
		}

		//Immune to frisbees and lightning orbs
		if (smh->projectileManager->killProjectilesInBox(collisionBox, PROJECTILE_FRISBEE) > 0 ||
			smh->projectileManager->killProjectilesInBox(collisionBox, PROJECTILE_LIGHTNING_ORB) > 0)
		{
			smh->soundManager->playSound("snd_HitInvulnerable");
		}
	}

	updateNovas(dt);
	updateBartlets(dt);
	shouldDrawAfterSmiley = (y > smh->player->y);
	
	//Do flashing
	if (smh->timePassedSince(lastTimeHit) < FLASHING_DURATION) {
		float n = FLASHING_DURATION / 4.0;
		float x = smh->timePassedSince(lastTimeHit);
		while (x > n) x -= n;
		if (x < n/2.0) {
			flashingAlpha = 100.0 + (310.0 * x) / n;
		} else {
			flashingAlpha = 255.0 - 155.0 * (x - n/2.0);
		}
	} else {
		flashingAlpha = 255.0;
	}

	//Update mouth
	if (smh->timePassedSince(timeMouthOpened) > mouthOpenDuration) {
		smh->resources->GetAnimation("bartli")->SetFrame(0);
	}

	if (health < 0.0 && state != CANDY_STATE_FRIENDLY && state != CANDY_STATE_MULTI_JUMP) {
		numLives--;
		if (numLives == 0) {	
			health = 0.0;
			enterState(CANDY_STATE_FRIENDLY);		
			smh->windowManager->openDialogueTextBox(-1, CANDY_DEFEAT_TEXT);	
			smh->saveManager->killBoss(CANDY_BOSS);
			smh->soundManager->fadeOutMusic();
		} else {
			shrinking = true;
			spawnedBartletYet = false;
			timeStartedShrink = smh->getGameTime();
			speedMultiplier += .08;
			health = maxHealth;
		}
	}

	///////// Death State stuff ///////////////

	//After being defeated, wait for the text box to be closed
	if (state == CANDY_STATE_FRIENDLY && !smh->windowManager->isTextBoxOpen()) {
		enterState(CANDY_STATE_RUNNING_AWAY);
		fadeOutAlpha = 255.0;
	}

	//After defeat and the text box is closed, bartli fades away
	if (state == CANDY_STATE_RUNNING_AWAY) {
		
		fadeOutAlpha -= 255.0 * dt;
		
		//When done fading away, drop the loot and return true so this boss is disposed of
		if (fadeOutAlpha <= 0.0) {
			fadeOutAlpha = 0.0;
			smh->soundManager->playMusic("iceMusic");
			smh->lootManager->addLoot(LOOT_NEW_ABILITY, x, y, ICE_BREATH, groupID);
			smh->player->setHealth(smh->player->getMaxHealth());
			return true;
		}
	}

}
Пример #3
0
void Role::jump()
{
    if (EFFECT_NONE != mJumpingState) return;
    
    updateJumping(EFFECT_START);
}