Separated shading on egg from the rotating graphic to make the rolling egg look more...
[supertux.git] / src / object / growup.cpp
index 4ed6e72..4f832b9 100644 (file)
@@ -1,54 +1,93 @@
-#include <config.h>
+//  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 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
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  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, see <http://www.gnu.org/licenses/>.
 
 #include <math.h>
-#include "growup.h"
-#include "resources.h"
-#include "camera.h"
-#include "sector.h"
-#include "player.h"
-#include "app/globals.h"
-#include "special/sprite_manager.h"
-
-GrowUp::GrowUp(const Vector& pos)
+
+#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),
+  physic(),
+  light(0.0f,0.0f,0.0f),
+  shadesprite(sprite_manager->create("images/powerups/egg/egg.sprite")),
+  lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
 {
-  bbox.set_pos(pos);
-  bbox.set_size(32, 32);
-  
-  sprite = sprite_manager->create("egg");
   physic.enable_gravity(true);
-  physic.set_velocity_x(100);
+  physic.set_velocity_x((direction == LEFT)?-100:100);
+  sound_manager->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));
 }
 
-GrowUp::~GrowUp()
+void
+GrowUp::update(float elapsed_time)
 {
-  delete sprite;
+  movement = physic.get_movement(elapsed_time);
+}
+
+void
+GrowUp::draw(DrawingContext& context){
+  //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+1);
+  //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::action(float elapsed_time)
+GrowUp::collision_solid(const CollisionHit& hit)
 {
-  movement = physic.get_movement(elapsed_time);
+  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)
+    physic.set_velocity_x(-physic.get_velocity_x());
 }
 
 HitResponse
-GrowUp::collision(GameObject& other, const CollisionHit& hit)
+GrowUp::collision(GameObject& other, const CollisionHit& hit )
 {
-  if(other.get_flags() & FLAG_SOLID) {
-    if(fabsf(hit.normal.y) > .5) { // roof or ground
-      physic.set_velocity_y(0);
-    } else { // bumped left or right
-      physic.set_velocity_x(-physic.get_velocity_x());
-    }
-
-    return CONTINUE;
-  }
-  
   Player* player = dynamic_cast<Player*>(&other);
   if(player != 0) {
-    player->grow();
-    SoundManager::get()->play_sound(IDToSound(SND_EXCELLENT));
+    if(!player->add_bonus(GROWUP_BONUS, true)){
+      // Tux can't grow right now.
+      collision_solid( hit );
+      return ABORT_MOVE;
+    }
+
+    sound_manager->play("sounds/grow.ogg");
     remove_me();
-    
+
     return ABORT_MOVE;
   }
 
@@ -56,8 +95,9 @@ GrowUp::collision(GameObject& other, const CollisionHit& hit)
 }
 
 void
-GrowUp::draw(DrawingContext& context)
+GrowUp::do_jump()
 {
-  sprite->draw(context, get_pos(), LAYER_OBJECTS);
+  physic.set_velocity_y(-300);
 }
 
+/* EOF */