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Various crusher fixes #3047

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70 changes: 47 additions & 23 deletions src/badguy/crusher.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -123,31 +123,40 @@ HitResponse
Crusher::collision(GameObject& other, const CollisionHit& hit)
{
auto* player = dynamic_cast<Player*>(&other);
bool crushed_bottom = m_state == CRUSHING && !m_sideways && hit.bottom;
bool crushed_sideways = m_state == CRUSHING && m_sideways &&
((hit.left && m_physic.get_velocity_x() < 0.f) ||
(hit.right && m_physic.get_velocity_x() > 0.f));
bool is_crushing = crushed_bottom || crushed_sideways;

// If the other object is the player, and the collision is at the
// bottom of the crusher, hurt the player.
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if (player && hit.bottom && player->on_ground() && m_state == CRUSHING) {
if (player && is_crushing &&
((crushed_bottom && player->on_ground()) || crushed_sideways)) {
SoundManager::current()->play("sounds/brick.wav", get_pos());
set_state(RECOVERING);
if (player->is_invincible()) {
return ABORT_MOVE;
}
if(crushed_sideways)
{
// TODO: Is there a better method than introducing
// a completely new player method (e.g. by returning
// ABORT_MOVE from this function)?
player->ignore_sideways_crush();
}
player->kill(false);
return FORCE_MOVE;
}

auto* badguy = dynamic_cast<BadGuy*>(&other);
if (badguy && m_state == CRUSHING && ((!m_sideways && hit.bottom) ||
(m_sideways && ((hit.left && m_physic.get_velocity_x() < 0.f) ||
(hit.right && m_physic.get_velocity_x() > 0.f)))))
if (badguy && is_crushing)
{
badguy->kill_fall();
}

auto* rock = dynamic_cast<Rock*>(&other);
if (rock && !rock->is_grabbed() && m_state == CRUSHING && ((!m_sideways && hit.bottom) ||
(m_sideways && ((hit.left && m_physic.get_velocity_x() < 0.f) ||
(hit.right && m_physic.get_velocity_x() > 0.f)))))
if (rock && !rock->is_grabbed() && is_crushing)
{
SoundManager::current()->play("sounds/brick.wav", get_pos());
m_physic.reset();
Expand Down Expand Up @@ -226,14 +235,20 @@ Crusher::collision_solid(const CollisionHit& hit)
}
}
}
if (hit.bottom)
spawn_roots(Direction::DOWN);
else if (hit.top)
spawn_roots(Direction::UP);
else if (hit.left)
spawn_roots(Direction::LEFT);
else if (hit.right)
spawn_roots(Direction::RIGHT);
if(m_sideways)
{
if (hit.left)
spawn_roots(Direction::LEFT);
else if (hit.right)
spawn_roots(Direction::RIGHT);
}
else
{
if (hit.bottom)
spawn_roots(Direction::DOWN);
else if (hit.top)
spawn_roots(Direction::UP);
}
break;
default:
log_debug << "Crusher in invalid state" << std::endl;
Expand Down Expand Up @@ -637,18 +652,27 @@ Crusher::eye_position(bool right) const
}
break;
case RECOVERING:
{
// Amplitude dependent on size.
auto amplitude = static_cast<float>(m_sprite->get_width()) / 64.0f * 2.0f;

//Phase factor due to cooldown timer.
auto cooldown_phase_factor = (m_ic_size == NORMAL ? RECOVER_SPEED_NORMAL : RECOVER_SPEED_LARGE) + m_cooldown_timer * 13.0f;

// Phase factor due to y position.
auto y_position_phase_factor = !m_sideways ? get_pos().y / 13 : get_pos().x / 13;

auto phase_factor = y_position_phase_factor - cooldown_phase_factor;

// Eyes spin while crusher is recovering, giving a dazed impression.
return Vector(sinf((right ? 1 : -1) * // X motion of each eye is opposite of the other.
((!m_sideways ? get_pos().y / 13 : get_pos().x / 13) - // Phase factor due to y position.
(m_ic_size == NORMAL ? RECOVER_SPEED_NORMAL : RECOVER_SPEED_LARGE) + m_cooldown_timer * 13.0f)) * //Phase factor due to cooldown timer.
static_cast<float>(m_sprite->get_width()) / 64.0f * 2.0f - (right ? 1 : -1) * // Amplitude dependent on size.
static_cast<float>(m_sprite->get_width()) / 64.0f * 2.0f, // Offset to keep eyes visible.
phase_factor) * amplitude - (right ? 1 : -1) *
amplitude, // Offset to keep eyes visible.

cosf((right ? 3.1415f : 0.0f) + // Eyes spin out of phase of eachother.
(!m_sideways ? get_pos().y / 13 : get_pos().x / 13) - // Phase factor due to y position.
(m_ic_size == NORMAL ? RECOVER_SPEED_NORMAL : RECOVER_SPEED_LARGE) + m_cooldown_timer * 13.0f) * //Phase factor due to cooldown timer.
static_cast<float>(m_sprite->get_width()) / 64.0f * 2.0f - // Amplitude dependent on size.
static_cast<float>(m_sprite->get_width()) / 64.0f * 2.0f); // Offset to keep eyes visible.
phase_factor) * amplitude -
amplitude); // Offset to keep eyes visible.
}
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default:
log_debug << "Crusher in invalid state" << std::endl;
break;
Expand Down
10 changes: 8 additions & 2 deletions src/object/player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -185,6 +185,7 @@ Player::Player(PlayerStatus& player_status, const std::string& name_, int player
m_jump_early_apex(false),
m_on_ice(false),
m_ice_this_frame(false),
m_ignore_sideways_crush(false),
//m_santahatsprite(SpriteManager::current()->create("images/creatures/tux/santahat.sprite")),
m_multiplayer_arrow(SpriteManager::current()->create("images/engine/hud/arrowdown.png")),
m_tag_timer(),
Expand Down Expand Up @@ -2324,8 +2325,13 @@ Player::collision_solid(const CollisionHit& hit)

// crushed?
if (hit.crush) {
if (hit.left || hit.right) {
kill(true);
if ((hit.left || hit.right)) {
if (m_ignore_sideways_crush) {
m_ignore_sideways_crush = false;
}
else {
kill(true);
}
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If tux isn't killed immediately when crushed vertically, then why can't it also happen here? This way you remove the ignore_sidways_crush thing. But I might be missing something

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Couldn't we make it so that despite of the side where Tux was hit from, kill(false) is performed? Is there a reason for sideways crushing to instantly kill Tux with kill(true)?

If we do that, m_ignore_sideways_crush wouldn't be needed.

} else if (hit.top || hit.bottom) {
kill(false);
}
Expand Down
2 changes: 2 additions & 0 deletions src/object/player.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -425,6 +425,7 @@ class Player final : public MovingObject
void remove_collected_key(Key* key);

bool track_state() const override { return false; }
void ignore_sideways_crush() { m_ignore_sideways_crush = true; }

private:
void handle_input();
Expand Down Expand Up @@ -500,6 +501,7 @@ class Player final : public MovingObject
bool m_jump_early_apex;
bool m_on_ice;
bool m_ice_this_frame;
bool m_ignore_sideways_crush;
//SpritePtr m_santahatsprite;
SpritePtr m_multiplayer_arrow;

Expand Down
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