Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Various crusher fixes #3047

Open
wants to merge 6 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
67 changes: 44 additions & 23 deletions src/badguy/crusher.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -123,31 +123,37 @@ 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.
Comment on lines 132 to 133
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This comment doesn't reflect the changes (sideways collision also now hurts the player).

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;
}

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 +232,20 @@ 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 +649,27 @@ 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.
}
tobbi marked this conversation as resolved.
Show resolved Hide resolved
default:
log_debug << "Crusher in invalid state" << std::endl;
break;
Expand Down
10 changes: 2 additions & 8 deletions src/object/player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2322,14 +2322,8 @@ Player::collision_solid(const CollisionHit& hit)
m_physic.set_velocity_x(0);
}

// crushed?
if (hit.crush) {
if (hit.left || hit.right) {
kill(true);
} else if (hit.top || hit.bottom) {
kill(false);
}
}
if (hit.crush)
kill(false);

if ((hit.left && m_boost < 0.f) || (hit.right && m_boost > 0.f))
m_boost = 0.f;
Expand Down
Loading