-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-#include <config.h>
-
-#include "coin.hpp"
-#include "resources.hpp"
-#include "video/drawing_context.hpp"
-#include "sprite/sprite_manager.hpp"
-#include "player.hpp"
-#include "sector.hpp"
-#include "player_status.hpp"
-#include "gameobjs.hpp"
-#include "statistics.hpp"
-#include "object_factory.hpp"
-#include "level.hpp"
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+#include "object/coin.hpp"
+
+#include "audio/sound_manager.hpp"
+#include "util/reader.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_OBJECTS - 1, COLGROUP_TOUCHABLE),
+ path(),
+ walker(),
+ offset(),
+ from_tilemap(false),
+ physic()
{
- bbox.set_pos(pos);
- bbox.set_size(32, 32);
- sprite = sprite_manager->create("images/objects/coin/coin.sprite");
- set_group(COLGROUP_TOUCHABLE);
+ SoundManager::current()->preload("sounds/coin.wav");
}
-Coin::Coin(const lisp::Lisp& reader)
+Coin::Coin(const Vector& pos, TileMap* tilemap)
+ : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_OBJECTS - 1, COLGROUP_TOUCHABLE),
+ path(std::shared_ptr<Path>(tilemap->get_path())),
+ walker(std::shared_ptr<PathWalker>(tilemap->get_walker())),
+ offset(),
+ from_tilemap(true),
+ physic()
{
- reader.get("x", bbox.p1.x);
- reader.get("y", bbox.p1.y);
- bbox.set_size(32, 32);
- sprite = sprite_manager->create("images/objects/coin/coin.sprite");
- set_group(COLGROUP_TOUCHABLE);
-}
+ if(walker.get()) {
+ Vector v = path->get_base();
+ offset = pos - v;
+ }
-Coin::~Coin()
-{
- delete sprite;
+ SoundManager::current()->preload("sounds/coin.wav");
}
-void
-Coin::update(float )
+Coin::Coin(const Reader& reader)
+ : MovingSprite(reader, "images/objects/coin/coin.sprite", LAYER_OBJECTS - 1, COLGROUP_TOUCHABLE),
+ path(),
+ walker(),
+ offset(),
+ from_tilemap(false),
+ physic()
{
+ 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);
+ }
+
+ SoundManager::current()->preload("sounds/coin.wav");
}
void
-Coin::draw(DrawingContext& context)
+Coin::update(float elapsed_time)
{
- sprite->draw(context, get_pos(), LAYER_TILES);
+ // 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?
+ /*
+ static Timer sound_timer;
+ static int pitch_one = 128;
+ static float last_pitch = 1;
+ float pitch = 1;
+
+ int tile = static_cast<int>(get_pos().y / 32);
+
+ if (!sound_timer.started()) {
+ pitch_one = tile;
+ pitch = 1;
+ last_pitch = 1;
+ }
+ else if (sound_timer.get_timegone() < 0.02) {
+ pitch = last_pitch;
+ }
+ else
+ {
+ switch ((pitch_one - tile) % 7) {
+ case -6:
+ pitch = 1.0/2;
+ break;
+ case -5:
+ pitch = 5.0/8;
+ break;
+ case -4:
+ pitch = 4.0/6;
+ break;
+ case -3:
+ pitch = 3.0/4;
+ break;
+ case -2:
+ pitch = 5.0/6;
+ break;
+ case -1:
+ pitch = 9.0/10;
+ break;
+ case 0:
+ pitch = 1.0;
+ break;
+ case 1:
+ pitch = 9.0/8;
+ break;
+ case 2:
+ pitch = 5.0/4;
+ break;
+ case 3:
+ pitch = 4.0/3;
+ break;
+ case 4:
+ pitch = 3.0/2;
+ break;
+ case 5:
+ pitch = 5.0/3;
+ break;
+ case 6:
+ pitch = 9.0/5;
+ break;
+ }
+ last_pitch = pitch;
+ }
+ sound_timer.start(1);
+
+ SoundSource* soundSource = SoundManager::current()->create_sound_source("sounds/coin.wav");
+ soundSource->set_position(get_pos());
+ soundSource->set_pitch(pitch);
+ soundSource->play();
+ SoundManager::current()->manage_source(soundSource);
+ */
Sector::current()->player->get_status()->add_coins(1);
- Sector::current()->add_object(new BouncyCoin(get_pos()));
+ Sector::current()->add_object(std::make_shared<BouncyCoin>(get_pos()));
Sector::current()->get_level()->stats.coins++;
remove_me();
}
return ABORT_MOVE;
}
-IMPLEMENT_FACTORY(Coin, "coin");
+/* The following defines a coin subject to gravity */
+HeavyCoin::HeavyCoin(const Vector& pos, const Vector& init_velocity)
+ : Coin(pos),
+ physic()
+{
+ physic.enable_gravity(true);
+ SoundManager::current()->preload("sounds/coin2.ogg");
+ set_group(COLGROUP_MOVING);
+ physic.set_velocity(init_velocity);
+}
+
+HeavyCoin::HeavyCoin(const Reader& reader)
+ : Coin(reader),
+ physic()
+{
+ physic.enable_gravity(true);
+ SoundManager::current()->preload("sounds/coin2.ogg");
+ set_group(COLGROUP_MOVING);
+}
+
+void
+HeavyCoin::update(float elapsed_time)
+{
+ // enable physics
+ movement = physic.get_movement(elapsed_time);
+}
+
+void
+HeavyCoin::collision_solid(const CollisionHit& hit)
+{
+ int clink_threshold = 100; // sets the minimum speed needed to result in collision noise
+ //TODO: colliding HeavyCoins should have their own unique sound
+
+ if(hit.bottom) {
+ if(physic.get_velocity_y() > clink_threshold)
+ SoundManager::current()->play("sounds/coin2.ogg");
+ if(physic.get_velocity_y() > 200) {// lets some coins bounce
+ physic.set_velocity_y(-99);
+ }else{
+ physic.set_velocity_y(0);
+ physic.set_velocity_x(0);
+ }
+ }
+ if(hit.right || hit.left) {
+ if(physic.get_velocity_x() > clink_threshold || physic.get_velocity_x() < clink_threshold)
+ SoundManager::current()->play("sounds/coin2.ogg");
+ physic.set_velocity_x(-physic.get_velocity_x());
+ }
+ if(hit.top) {
+ if(physic.get_velocity_y() < clink_threshold)
+ SoundManager::current()->play("sounds/coin2.ogg");
+ physic.set_velocity_y(-physic.get_velocity_y());
+ }
+}
+
+/* EOF */