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"
34 const float MIN_INTENSITY = 0.8;
35 const float ALPHA_SOLID = 0.7;
36 const float ALPHA_NONSOLID = 0.3;
37 const float MIN_SOLIDTIME = 1.0;
40 MagicBlock::MagicBlock(const lisp::Lisp& lisp)
41 : MovingSprite(lisp, "images/objects/magicblock/magicblock.sprite"),
42 is_solid(false), solid_time(0), light(1.0f,1.0f,1.0f)
44 set_group(COLGROUP_STATIC);
46 std::vector<float> vColor;
47 lisp.get_vector("color", vColor );
48 color = Color( vColor );
50 //all alpha to make the sprite still visible
51 color.alpha = ALPHA_SOLID;
54 trigger_red = (color.red == 1.0f ? MIN_INTENSITY : 0);
55 trigger_green = (color.green == 1.0f ? MIN_INTENSITY : 0);
56 trigger_blue = (color.blue == 1.0f ? MIN_INTENSITY : 0);
58 center = Vector((get_bbox().p1.x+get_bbox().p2.x)/2,
59 (get_bbox().p1.y+get_bbox().p2.y)/2);
63 MagicBlock::update(float elapsed_time)
65 if(light.red >= trigger_red && light.green >= trigger_green
66 && light.blue >= trigger_blue) {
70 if( solid_time >= MIN_SOLIDTIME ){
77 solid_time+=elapsed_time;
78 color.alpha = ALPHA_SOLID;
79 sprite->set_action("solid");
81 color.alpha = ALPHA_NONSOLID;
82 sprite->set_action("normal");
87 MagicBlock::draw(DrawingContext& context){
88 //Ask for update about lightmap at center of this block
89 context.get_light( center, &light );
92 MovingSprite::draw(context);
94 context.draw_filled_rect( get_bbox(), color, layer);
98 MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
107 IMPLEMENT_FACTORY(MagicBlock, "magicblock");