3 // SuperTux - MagicBlock
5 // Magic Blocks are tile-like game objects that are sensitive to
6 // lighting conditions. They are rendered in a color and
7 // will only be solid as long as light of the same color shines
10 // Copyright (C) 2006 Wolfgang Becker <uafr@gmx.de>
12 // This program is free software; you can redistribute it and/or
13 // modify it under the terms of the GNU General Public License
14 // as published by the Free Software Foundation; either version 2
15 // of the License, or (at your option) any later version.
17 // This program is distributed in the hope that it will be useful,
18 // but WITHOUT ANY WARRANTY; without even the implied warranty of
19 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 // GNU General Public License for more details.
22 // You should have received a copy of the GNU General Public License
23 // along with this program; if not, write to the Free Software
24 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "magicblock.hpp"
30 #include "object_factory.hpp"
31 #include "sprite/sprite_manager.hpp"
35 const float MIN_INTENSITY = 0.8;
36 const float ALPHA_SOLID = 0.7;
37 const float ALPHA_NONSOLID = 0.3;
38 const float MIN_SOLIDTIME = 1.0;
39 const float SWITCH_DELAY = 0.1; /**< seconds to wait for stable conditions until switching solidity */
42 MagicBlock::MagicBlock(const lisp::Lisp& lisp)
43 : MovingSprite(lisp, "images/objects/magicblock/magicblock.sprite"),
44 is_solid(false), solid_time(0), switch_delay(0), light(1.0f,1.0f,1.0f)
46 set_group(COLGROUP_STATIC);
48 std::vector<float> vColor;
49 lisp.get_vector("color", vColor );
50 color = Color( vColor );
52 //all alpha to make the sprite still visible
53 color.alpha = ALPHA_SOLID;
56 trigger_red = (color.red == 1.0f ? MIN_INTENSITY : 0);
57 trigger_green = (color.green == 1.0f ? MIN_INTENSITY : 0);
58 trigger_blue = (color.blue == 1.0f ? MIN_INTENSITY : 0);
60 center = get_bbox().get_middle();
64 MagicBlock::update(float elapsed_time)
66 bool lighting_ok = (light.red >= trigger_red && light.green >= trigger_green
67 && light.blue >= trigger_blue);
69 // overrule lighting_ok if switch_delay has not yet passed
70 if (lighting_ok == is_solid) {
71 switch_delay = SWITCH_DELAY;
73 if (switch_delay > 0) {
74 lighting_ok = is_solid;
75 switch_delay -= elapsed_time;
80 // lighting suggests going solid
83 if (Sector::current()->is_free_of_movingstatics(get_bbox(), this)) {
86 switch_delay = SWITCH_DELAY;
90 // lighting suggests going nonsolid
92 if( solid_time >= MIN_SOLIDTIME ){
99 solid_time+=elapsed_time;
100 color.alpha = ALPHA_SOLID;
101 sprite->set_action("solid");
103 color.alpha = ALPHA_NONSOLID;
104 sprite->set_action("normal");
109 MagicBlock::draw(DrawingContext& context){
110 //Ask for update about lightmap at center of this block
111 context.get_light( center, &light );
114 MovingSprite::draw(context);
116 context.draw_filled_rect( get_bbox(), color, layer);
120 MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
129 IMPLEMENT_FACTORY(MagicBlock, "magicblock");