2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "object/block.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "badguy/badguy.hpp"
21 #include "object/coin.hpp"
22 #include "object/flower.hpp"
23 #include "object/growup.hpp"
24 #include "object/player.hpp"
25 #include "object/portable.hpp"
26 #include "supertux/constants.hpp"
28 static const float BOUNCY_BRICK_MAX_OFFSET = 8;
29 static const float BOUNCY_BRICK_SPEED = 90;
30 static const float EPSILON = .0001f;
31 static const float BUMP_ROTATION_ANGLE = 10;
33 Block::Block(std::auto_ptr<Sprite> newsprite) :
41 bbox.set_size(32, 32.1f);
42 set_group(COLGROUP_STATIC);
43 sound_manager->preload("sounds/upgrade.wav");
44 sound_manager->preload("sounds/brick.wav");
52 Block::collision(GameObject& other, const CollisionHit& )
54 Player* player = dynamic_cast<Player*> (&other);
56 if(player->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
61 // only interact with other objects if...
63 // 2) the object is not portable (either never or not currently)
64 // 3) the object is being hit from below (baguys don't get killed for activating boxes)
65 Portable* portable = dynamic_cast<Portable*> (&other);
66 MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
67 bool is_portable = ((portable != 0) && portable->is_portable());
68 bool hit_mo_from_below = ((moving_object == 0) || (moving_object->get_bbox().get_bottom() < (get_bbox().get_top() + SHIFT_DELTA)));
69 if(bouncing && !is_portable && hit_mo_from_below) {
72 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
77 // Coins get collected
78 Coin* coin = dynamic_cast<Coin*> (&other);
84 GrowUp* growup = dynamic_cast<GrowUp*> (&other);
95 Block::update(float elapsed_time)
100 float offset = original_y - get_pos().y;
101 if(offset > BOUNCY_BRICK_MAX_OFFSET) {
102 bounce_dir = BOUNCY_BRICK_SPEED;
103 movement = Vector(0, bounce_dir * elapsed_time);
107 } else if(offset < BOUNCY_BRICK_SPEED * elapsed_time && bounce_dir > 0) {
108 movement = Vector(0, offset);
111 sprite->set_angle(0);
113 movement = Vector(0, bounce_dir * elapsed_time);
118 Block::draw(DrawingContext& context)
120 sprite->draw(context, get_pos(), LAYER_OBJECTS+1);
124 Block::start_bounce(GameObject* hitter)
126 if(original_y == -1){
127 original_y = bbox.p1.y;
130 bounce_dir = -BOUNCY_BRICK_SPEED;
133 MovingObject* hitter_mo = dynamic_cast<MovingObject*>(hitter);
135 float center_of_hitter = hitter_mo->get_bbox().get_middle().x;
136 float offset = (get_bbox().get_middle().x - center_of_hitter)*2 / get_bbox().get_width();
137 sprite->set_angle(BUMP_ROTATION_ANGLE*offset);
142 Block::start_break(GameObject* hitter)
144 start_bounce(hitter);