#include "audio/sound_manager.hpp"
#include "object/bouncy_coin.hpp"
#include "object/player.hpp"
+#include "object/tilemap.hpp"
#include "supertux/level.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
Coin::Coin(const Vector& pos)
- : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE)
+ : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE),
+ path(),
+ walker(),
+ offset(),
+ from_tilemap(false)
{
sound_manager->preload("sounds/coin.wav");
}
+Coin::Coin(const Vector& pos, TileMap* tilemap)
+ : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE),
+ path(boost::shared_ptr<Path>(tilemap->get_path())),
+ walker(boost::shared_ptr<PathWalker>(tilemap->get_walker())),
+ offset(),
+ from_tilemap(true)
+{
+ if(walker.get()) {
+ Vector v = path->get_base();
+ offset = pos - v;
+ }
+
+ sound_manager->preload("sounds/coin.wav");
+}
+
Coin::Coin(const Reader& reader)
- : MovingSprite(reader, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE)
+ : MovingSprite(reader, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE),
+ path(),
+ walker(),
+ offset(),
+ from_tilemap(false)
{
+ const lisp::Lisp* pathLisp = reader.get_lisp("path");
+ if (pathLisp) {
+ path.reset(new Path());
+ path->read(*pathLisp);
+ walker.reset(new PathWalker(path.get()));
+ Vector v = path->get_base();
+ set_pos(v);
+ }
+
sound_manager->preload("sounds/coin.wav");
}
void
+Coin::update(float elapsed_time)
+{
+ // if we have a path to follow, follow it
+ if (walker.get()) {
+ Vector v = from_tilemap ? offset + walker->get_pos() : walker->advance(elapsed_time);
+ movement = v - get_pos();
+ }
+}
+
+void
Coin::collect()
{
// TODO: commented out musical code. Maybe fork this for a special "MusicalCoin" object?