#include "supertux/sector.hpp"
Coin::Coin(const Vector& pos)
- : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_MOVING),
+ : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_OBJECTS - 1, COLGROUP_TOUCHABLE),
path(),
walker(),
offset(),
}
Coin::Coin(const Vector& pos, TileMap* tilemap)
- : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE),
+ : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_OBJECTS - 1, COLGROUP_TOUCHABLE),
path(boost::shared_ptr<Path>(tilemap->get_path())),
walker(boost::shared_ptr<PathWalker>(tilemap->get_walker())),
offset(),
}
Coin::Coin(const Reader& reader)
- : MovingSprite(reader, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE),
+ : MovingSprite(reader, "images/objects/coin/coin.sprite", LAYER_OBJECTS - 1, COLGROUP_TOUCHABLE),
path(),
walker(),
offset(),
physic()
{
physic.enable_gravity(true);
- sound_manager->preload("sounds/coin.wav");
+ sound_manager->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);
+ sound_manager->preload("sounds/coin2.ogg");
+ set_group(COLGROUP_MOVING);
+}
+
void
HeavyCoin::update(float 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) {
- physic.set_velocity_y(0);
- physic.set_velocity_x(0);
+ if(physic.get_velocity_y() > clink_threshold)
+ sound_manager->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)
+ sound_manager->play("sounds/coin2.ogg");
physic.set_velocity_x(-physic.get_velocity_x());
}
if(hit.top) {
- physic.set_velocity_y(0);
+ if(physic.get_velocity_y() < clink_threshold)
+ sound_manager->play("sounds/coin2.ogg");
+ physic.set_velocity_y(-physic.get_velocity_y());
}
}