Changed egg shadow draw layer so it will no longer appear in front of bonusblocks...
[supertux.git] / src / object / growup.cpp
index 1d256db..37eda10 100644 (file)
@@ -1,12 +1,10 @@
-//  $Id$
-//
 //  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>
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
 #include <math.h>
-#include "growup.hpp"
-#include "resources.hpp"
-#include "camera.hpp"
-#include "sector.hpp"
-#include "player.hpp"
+
 #include "audio/sound_manager.hpp"
+#include "object/growup.hpp"
+#include "object/player.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
 
-GrowUp::GrowUp(Direction direction)
-       : MovingSprite(Vector(0,0), "images/powerups/egg/egg.sprite", LAYER_OBJECTS, COLGROUP_MOVING)
+GrowUp::GrowUp(Direction direction) :
+  MovingSprite(Vector(0,0), "images/powerups/egg/egg.sprite", LAYER_OBJECTS, COLGROUP_MOVING),
+  physic(),
+  light(0.0f,0.0f,0.0f),
+  shadesprite(SpriteManager::current()->create("images/powerups/egg/egg.sprite")),
+  lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
 {
   physic.enable_gravity(true);
   physic.set_velocity_x((direction == LEFT)?-100:100);
-  sound_manager->preload("sounds/grow.wav");
+  SoundManager::current()->preload("sounds/grow.ogg");
+  //shadow to remain in place as egg rolls
+  shadesprite->set_action("shadow");
+  //set light for glow effect
+  lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+  lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
 }
 
 void
@@ -42,23 +46,50 @@ GrowUp::update(float elapsed_time)
 }
 
 void
+GrowUp::draw(DrawingContext& context)
+{
+  if(physic.get_velocity_x() != 0) {
+    //Set Sprite rotation angle
+    sprite->set_angle(get_pos().x * 360.0f / (32.0f * M_PI));
+  }
+  //Draw the Sprite.
+  MovingSprite::draw(context);
+  //Draw shade
+  shadesprite->draw(context, get_pos(), layer);
+  //Draw the light when dark
+  context.get_light( get_bbox().get_middle(), &light );
+  if (light.red + light.green < 2.0){
+    context.push_target();
+    context.set_target(DrawingContext::LIGHTMAP);
+    lightsprite->draw(context, get_bbox().get_middle(), 0);
+    context.pop_target();
+  }
+}
+
+void
 GrowUp::collision_solid(const CollisionHit& hit)
 {
-  if(hit.top || hit.bottom)
+  if(hit.top)
+    physic.set_velocity_y(0);
+  if(hit.bottom && physic.get_velocity_y() > 0)
     physic.set_velocity_y(0);
-  if(hit.left || hit.right)
+  if(hit.left || hit.right) {
     physic.set_velocity_x(-physic.get_velocity_x());
+  }
 }
 
 HitResponse
-GrowUp::collision(GameObject& other, const CollisionHit& )
+GrowUp::collision(GameObject& other, const CollisionHit& hit )
 {
   Player* player = dynamic_cast<Player*>(&other);
   if(player != 0) {
-    if(!player->add_bonus(GROWUP_BONUS, true))
-      return FORCE_MOVE;
+    if(!player->add_bonus(GROWUP_BONUS, true)) {
+      // Tux can't grow right now.
+      collision_solid( hit );
+      return ABORT_MOVE;
+    }
 
-    sound_manager->play("sounds/grow.wav");
+    SoundManager::current()->play("sounds/grow.ogg");
     remove_me();
 
     return ABORT_MOVE;
@@ -66,3 +97,11 @@ GrowUp::collision(GameObject& other, const CollisionHit& )
 
   return FORCE_MOVE;
 }
+
+void
+GrowUp::do_jump()
+{
+  physic.set_velocity_y(-300);
+}
+
+/* EOF */