1 // SuperTux - MagicBlock
3 // Magic Blocks are tile-like game objects that are sensitive to
4 // lighting conditions. They are rendered in a color and
5 // will only be solid as long as light of the same color shines
8 // Copyright (C) 2006 Wolfgang Becker <uafr@gmx.de>
10 // This program is free software: you can redistribute it and/or modify
11 // it under the terms of the GNU General Public License as published by
12 // the Free Software Foundation, either version 3 of the License, or
13 // (at your option) any later version.
15 // This program is distributed in the hope that it will be useful,
16 // but WITHOUT ANY WARRANTY; without even the implied warranty of
17 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
18 // GNU General Public License for more details.
20 // You should have received a copy of the GNU General Public License
21 // along with this program. If not, see <http://www.gnu.org/licenses/>.
23 #include "object/camera.hpp"
24 #include "object/magicblock.hpp"
25 #include "sprite/sprite.hpp"
26 #include "supertux/main.hpp"
27 #include "supertux/object_factory.hpp"
28 #include "supertux/sector.hpp"
31 const float MIN_INTENSITY = 0.8f;
32 const float ALPHA_SOLID = 0.7f;
33 const float ALPHA_NONSOLID = 0.3f;
34 const float MIN_SOLIDTIME = 1.0f;
35 const float SWITCH_DELAY = 0.1f; /**< seconds to wait for stable conditions until switching solidity */
38 MagicBlock::MagicBlock(const Reader& lisp) :
39 MovingSprite(lisp, "images/objects/magicblock/magicblock.sprite"),
47 light(1.0f,1.0f,1.0f),
51 set_group(COLGROUP_STATIC);
53 std::vector<float> vColor;
54 lisp.get("color", vColor );
55 color = Color( vColor );
57 //all alpha to make the sprite still visible
58 color.alpha = ALPHA_SOLID;
61 if(color.red == 0 && color.green == 0 && color.blue == 0) { //is it black?
63 trigger_red = MIN_INTENSITY;
64 trigger_green = MIN_INTENSITY;
65 trigger_blue = MIN_INTENSITY;
68 trigger_red = (color.red == 1.0f ? MIN_INTENSITY : 0);
69 trigger_green = (color.green == 1.0f ? MIN_INTENSITY : 0);
70 trigger_blue = (color.blue == 1.0f ? MIN_INTENSITY : 0);
73 center = get_bbox().get_middle();
77 MagicBlock::update(float elapsed_time)
79 //Check if center of this block is on screen.
80 //Don't update if not, because there is no light off screen.
81 float screen_left = Sector::current()->camera->get_translation().x;
82 float screen_top = Sector::current()->camera->get_translation().y;
83 float screen_right = screen_left+ SCREEN_WIDTH;
84 float screen_bottom = screen_top + SCREEN_HEIGHT;
85 if((center.x > screen_right ) || ( center.y > screen_bottom) ||
86 ( center.x < screen_left) || ( center.y < screen_top)) {
87 switch_delay = SWITCH_DELAY;
93 lighting_ok = (light.red >= trigger_red || light.green >= trigger_green
94 || light.blue >= trigger_blue);
96 lighting_ok = (light.red >= trigger_red && light.green >= trigger_green
97 && light.blue >= trigger_blue);
100 // overrule lighting_ok if switch_delay has not yet passed
101 if (lighting_ok == is_solid) {
102 switch_delay = SWITCH_DELAY;
104 if (switch_delay > 0) {
105 lighting_ok = is_solid;
106 switch_delay -= elapsed_time;
111 // lighting suggests going solid
114 if (Sector::current()->is_free_of_movingstatics(get_bbox(), this)) {
117 switch_delay = SWITCH_DELAY;
121 // lighting suggests going nonsolid
123 if( solid_time >= MIN_SOLIDTIME ){
130 solid_time+=elapsed_time;
131 color.alpha = ALPHA_SOLID;
132 sprite->set_action("solid");
134 color.alpha = ALPHA_NONSOLID;
135 sprite->set_action("normal");
140 MagicBlock::draw(DrawingContext& context){
141 //Ask for update about lightmap at center of this block
142 context.get_light( center, &light );
145 MovingSprite::draw(context);
147 context.draw_filled_rect( get_bbox(), color, layer);
151 MagicBlock::collides(GameObject& /*other*/, const CollisionHit& /*hit*/)
157 MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
162 IMPLEMENT_FACTORY(MagicBlock, "magicblock");