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authorColin Noga <Tempus@Spectrum-Song.local>2011-09-17 18:14:01 -0500
committerColin Noga <Tempus@Spectrum-Song.local>2011-09-17 18:14:01 -0500
commitf2c523cb5182d4b03398d2e84b40690f47ad93fd (patch)
treea4737a9c4b2dd5323e3696192e0778202c4d5cbb /src
parent888f0d24fc5d050952a5fe2116ec744ed55ef5de (diff)
downloadkamek-f2c523cb5182d4b03398d2e84b40690f47ad93fd.tar.gz
kamek-f2c523cb5182d4b03398d2e84b40690f47ad93fd.zip
MrSun Latest
Diffstat (limited to 'src')
-rwxr-xr-xsrc/mrsun.cpp257
1 files changed, 145 insertions, 112 deletions
diff --git a/src/mrsun.cpp b/src/mrsun.cpp
index 32ab1c4..7e45902 100755
--- a/src/mrsun.cpp
+++ b/src/mrsun.cpp
@@ -19,6 +19,8 @@ class daMrSun_c : public dEn_c {
Vec swoopTarget;
float slope;
u32 timer;
+ float xSpiralOffset;
+ float ySpiralOffset;
static daMrSun_c *build();
@@ -54,6 +56,7 @@ CREATE_STATE(daMrSun_c, Swoop);
CREATE_STATE(daMrSun_c, Spiral);
CREATE_STATE(daMrSun_c, Spit);
CREATE_STATE(daMrSun_c, Spin);
+CREATE_STATE(daMrSun_c, Wait);
#define ACTIVATE 1
#define DEACTIVATE 0
@@ -94,13 +97,15 @@ int daMrSun_c::onCreate() {
this->Baseline = this->pos.y;
this->SwoopSlope = 0.0;
this->SpiralLoop = 0;
- this->yThreshold = 10.0;
+ this->yThreshold = 100.0;
this->yAccel = 0.2;
this->timer = 0;
-
+ this->xSpiralOffset = 0.0;
+ this->ySpiralOffset = 0.0;
+
OSReport("Setting Mr.Sun's State");
- doStateChange(&StateID_Swoop);
+ doStateChange(&StateID_Follow);
OSReport("Going to Execute Mr.Sun");
this->onExecute();
@@ -140,47 +145,42 @@ void daMrSun_c::updateModelMatrix() {
void daMrSun_c::beginState_Follow() {
OSReport("Mr.Sun is following youuuuu.");
this->timer = 0;
+ this->rot.x = 0;
+ this->rot.y = 0;
}
void daMrSun_c::executeState_Follow() {
- if (this->timer > 1000)
- this->doStateChange(&StateID_Wait);
+ if (this->timer > 200) { this->doStateChange(&StateID_Wait); }
this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
if (this->direction == 0) {
- if (this->speed.x > 10.0)
- this->speed.x = this->speed.x + 0.1;
+ this->speed.x = this->speed.x + 0.1;
}
else {
- if (this->speed.x < -10.0)
- this->speed.x = this->speed.x - 0.1;
+ this->speed.x = this->speed.x - 0.1;
}
HandleXSpeed(this);
- if (this->pos.y > this->Baseline) {
- if (this->speed.y > -this->yThreshold)
- this->speed.y = this->speed.y - this->yAccel;
- }
+ float yDiff;
+ yDiff = (this->Baseline - this->pos.y) / 4;
+ this->speed.y = yDiff;
- else if (this->pos.y < this->Baseline) {
- if (this->speed.y > -this->yThreshold)
- this->speed.y = this->speed.y + this->yAccel;
- }
- else {
- this->pos.y = this->Baseline;
- this->speed.y = 0;
- }
+ OSReport("YSpeed = %f", this->speed.y);
HandleYSpeed(this);
UpdateObjectPosBasedOnSpeedValues_real(this);
+
this->timer = this->timer + 1;
}
-void daMrSun_c::endState_Follow() { OSReport("Mr.Sun is coming for you."); }
+void daMrSun_c::endState_Follow() {
+ OSReport("Mr.Sun is coming for you.");
+ this->speed.y = 0;
+}
// Swoop State
@@ -189,15 +189,10 @@ void daMrSun_c::beginState_Swoop() {
OSReport("Swooping down from above, Mr.Sun falls down.");
dStageActor_c *Player = GetSpecificPlayerActor(0);
- if (Player == 0)
- Player = GetSpecificPlayerActor(1);
- if (Player == 0)
- Player = GetSpecificPlayerActor(2);
- if (Player == 0)
- Player = GetSpecificPlayerActor(3);
- if (Player == 0)
- doStateChange(&StateID_Follow);
-
+ if (Player == 0) { Player = GetSpecificPlayerActor(1); }
+ if (Player == 0) { Player = GetSpecificPlayerActor(2); }
+ if (Player == 0) { Player = GetSpecificPlayerActor(3); }
+ if (Player == 0) { doStateChange(&StateID_Follow); }
this->swoopTarget = Player->pos;
@@ -208,40 +203,54 @@ void daMrSun_c::beginState_Swoop() {
}
void daMrSun_c::executeState_Swoop() {
- if (this->pos.y > this->swoopTarget.y)
- doStateChange(&StateID_Follow);
-
- if (this->slope < 0.0)
- this->speed.x = this->speed.x + 0.2;
-
- if (this->slope > 0.0)
- this->speed.x = this->speed.x - 0.2;
+ if (this->slope < 0.0) {
+ this->speed.x = this->speed.x + 0.3;
+ this->speed.y = this->speed.y + (0.2 * -slope);
+ }
+ else if (this->slope > 0.0) {
+ this->speed.x = this->speed.x - 0.3;
+ this->speed.y = this->speed.y + (0.2 * slope);
+ }
+
HandleXSpeed(this);
HandleYSpeed(this);
UpdateObjectPosBasedOnSpeedValues_real(this);
+
+ if (this->pos.y > this->swoopTarget.y) { doStateChange(&StateID_Follow); }
}
void daMrSun_c::endState_Swoop() {
OSReport("Returning to the sky, Mr.Sun flies into the sunset.");
-
- this->swoopTarget = (Vec){0.0, 0.0, 0.0};
}
// Spiral State
-void daMrSun_c::beginState_Spiral() { OSReport("Super Spiral Sunspot!"); }
+void daMrSun_c::beginState_Spiral() {
+ OSReport("Super Spiral Sunspot!");
+
+ this->xSpiralOffset = this->pos.x;
+ this->ySpiralOffset = this->pos.y;
+}
void daMrSun_c::executeState_Spiral() {
- if (this->SpiralLoop > (6.28 * 5))
- doStateChange(&StateID_Follow);
+ float Loops;
+ float Period;
+ float Magnitude;
+
+ Loops = 1.0;
+ Period = 0.1;
+ Magnitude = 1.0;
+
+ this->pos.x = Magnitude*(this->xSpiralOffset + (this->SpiralLoop * cos(this->SpiralLoop)));
+ this->pos.y = Magnitude*(this->ySpiralOffset + (this->SpiralLoop * sin(this->SpiralLoop)));
- this->pos.x = this->SpiralLoop * cos(this->SpiralLoop);
- this->pos.y = this->SpiralLoop * sin(this->SpiralLoop);
+ this->SpiralLoop = this->SpiralLoop + Period;
+
+ if (this->SpiralLoop > (3.14 * Loops)) { doStateChange(&StateID_Follow); }
- this->SpiralLoop = this->SpiralLoop + 0.1;
}
void daMrSun_c::endState_Spiral() { OSReport("Nightmare Spiral Attack Ends!"); }
@@ -249,26 +258,37 @@ void daMrSun_c::endState_Spiral() { OSReport("Nightmare Spiral Attack Ends!"); }
// Spit State
-void daMrSun_c::beginState_Spit() { OSReport("Goodness Gracious Great Balls of Fire!"); }
-void daMrSun_c::executeState_Spit() {
+void daMrSun_c::beginState_Spit() {
+
+ OSReport("Goodness Gracious Great Balls of Fire!");
+ this->timer = 0;
- if (this->timer > 1000)
- doStateChange(&StateID_Follow);
+}
+void daMrSun_c::executeState_Spit() {
- dStageActor_c *spawner = CreateActor(107, 0, this->pos, 0, 0);
- spawner->speed.x = 10.0;
- spawner->speed.y = 10.0;
+ if (this->timer == 10) {
+ this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
+
+ float neg = -1.0;
+ if (this->direction == 0) { neg = 1.0; }
+
+ dStageActor_c *spawner = CreateActor(106, 0, this->pos, 0, 0);
+ spawner->speed.x = 6.0 * neg;
+ spawner->speed.y = -2.5;
+
+ spawner = CreateActor(106, 0, this->pos, 0, 0);
+ spawner->speed.x = 0.0 * neg;
+ spawner->speed.y = -6.0;
- spawner = CreateActor(107, 0, this->pos, 0, 0);
- spawner->speed.x = 8.0;
- spawner->speed.y = 5.0;
-
- spawner = CreateActor(107, 0, this->pos, 0, 0);
- spawner->speed.x = 4.0;
- spawner->speed.y = 0.0;
+ spawner = CreateActor(106, 0, this->pos, 0, 0);
+ spawner->speed.x = 3.5 * neg;
+ spawner->speed.y = -6.0;
+ }
this->timer = this->timer + 1;
+ if (this->timer > 30) { doStateChange(&StateID_Follow); }
+
}
void daMrSun_c::endState_Spit() { OSReport("Armageddon complete."); }
@@ -279,67 +299,80 @@ void daMrSun_c::endState_Spit() { OSReport("Armageddon complete."); }
void daMrSun_c::beginState_Spin() { OSReport("Hoola hoola hoola hoop."); }
void daMrSun_c::executeState_Spin() {
- if (this->timer > 1000)
- this->doStateChange(&StateID_Follow);
-
this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
if (this->direction == 0) {
- if (this->speed.x > 10.0)
- this->speed.x = this->speed.x + 0.1;
+ this->speed.x = this->speed.x + 0.2;
}
else {
- if (this->speed.x < -10.0)
- this->speed.x = this->speed.x - 0.1;
+ this->speed.x = this->speed.x - 0.2;
}
HandleXSpeed(this);
UpdateObjectPosBasedOnSpeedValues_real(this);
this->timer = this->timer + 1;
+
+ int rotBonus;
+ if (this->timer < 60) { rotBonus = this->timer; }
+ else { rotBonus = 120 - this->timer; }
- int direction;
- direction = GenerateRandomNumber(8);
-
- float xlaunch;
- float ylaunch;
-
- switch (direction) {
- case 1: // E
+ this->rot.x = this->rot.x + (50 * rotBonus);
+ this->rot.y = this->rot.y + (50 * rotBonus);
+
+ int randomBall;
+ randomBall = GenerateRandomNumber(5);
+ if (randomBall == 1) {
+ int direction;
+ direction = GenerateRandomNumber(8);
+
+ float xlaunch;
+ float ylaunch;
+
+ if (direction == 0) {
xlaunch = 10.0;
- ylaunch = 0.0;
- case 2: // SE
+ ylaunch = 0.0; }
+ else if (direction == 1) { // SE
xlaunch = 10.0;
- ylaunch = 10.0;
- case 3: // S
+ ylaunch = 10.0; }
+ else if (direction == 2) { // S
xlaunch = 0.0;
- ylaunch = 10.0;
- case 4: // SW
+ ylaunch = 10.0; }
+ else if (direction == 3) { // SW
xlaunch = -10.0;
- ylaunch = 10.0;
- case 5: // W
+ ylaunch = 10.0; }
+ else if (direction == 4) { // W
xlaunch = -10.0;
- ylaunch = 0.0;
- case 6: // NW
+ ylaunch = 0.0; }
+ else if (direction == 5) { // NW
xlaunch = -10.0;
- ylaunch = -10.0;
- case 7: // N
+ ylaunch = -10.0; }
+ else if (direction == 6) { // N
xlaunch = 0.0;
- ylaunch = -10.0;
- case 8: // NE
- xlaunch = 10.0;
- ylaunch = -10.0;
- default:
+ ylaunch = -10.0; }
+ else if (direction == 7) { // NE
xlaunch = 10.0;
- ylaunch = -10.0;
+ ylaunch = -10.0; }
+
+
+ dStageActor_c *spawner = CreateActor(106, 0, this->pos, 0, 0);
+ spawner->speed.x = xlaunch;
+ spawner->speed.y = ylaunch;
}
+
+ if (this->timer > 120) {
+ this->rot.x = this->rot.x / 2;
+ this->rot.y = this->rot.y / 2;
+ this->doStateChange(&StateID_Follow); }
- dStageActor_c *spawner = CreateActor(107, 0, this->pos, 0, 0);
- spawner->speed.x = xlaunch;
- spawner->speed.y = ylaunch;
+}
+void daMrSun_c::endState_Spin() {
+
+ OSReport("K, I is dizzy now.");
+ this->rot.x = 0;
+ this->rot.y = 0;
}
-void daMrSun_c::endState_Spin() { OSReport("K, I is dizzy now."); }
@@ -351,26 +384,24 @@ void daMrSun_c::beginState_Wait() {
this->timer = 0;
this->speed.x = 0.0;
+ this->rot.x = 0;
+ this->rot.y = 0;
}
void daMrSun_c::executeState_Wait() {
int Choice;
- if (this->timer > 1000) {
+ if (this->timer > 20) {
+
+// doStateChange(&StateID_Spit);
+ Choice = GenerateRandomNumber(1);
+
+ OSReport("Choice: %d", Choice);
- Choice = GenerateRandomNumber(4);
+ if (Choice == 0) { doStateChange(&StateID_Spin); }
+// else if (Choice == 1) { doStateChange(&StateID_Spin); }
+// else if (Choice == 2) { doStateChange(&StateID_Swoop); }
+// else if (Choice == 3) { doStateChange(&StateID_Spiral); }
- switch (Choice) {
- case 1:
- doStateChange(&StateID_Swoop);
- case 2:
- doStateChange(&StateID_Spiral);
- case 3:
- doStateChange(&StateID_Spit);
- case 4:
- doStateChange(&StateID_Follow);
- default:
- doStateChange(&StateID_Follow);
- }
}
this->timer = this->timer + 1;
@@ -378,6 +409,8 @@ void daMrSun_c::executeState_Wait() {
void daMrSun_c::endState_Wait() {
OSReport("Mr.Sun Cometh!");
this->timer = 0;
+ this->rot.x = 0;
+ this->rot.y = 0;
}