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 "object/camera.hpp"
30 #include "magicblock.hpp"
31 #include "object_factory.hpp"
32 #include "sprite/sprite_manager.hpp"
37 const float MIN_INTENSITY = 0.8f;
38 const float ALPHA_SOLID = 0.7f;
39 const float ALPHA_NONSOLID = 0.3f;
40 const float MIN_SOLIDTIME = 1.0f;
41 const float SWITCH_DELAY = 0.1f; /**< seconds to wait for stable conditions until switching solidity */
44 MagicBlock::MagicBlock(const lisp::Lisp& lisp)
45 : MovingSprite(lisp, "images/objects/magicblock/magicblock.sprite"),
46 is_solid(false), solid_time(0), switch_delay(0), light(1.0f,1.0f,1.0f)
48 set_group(COLGROUP_STATIC);
50 std::vector<float> vColor;
51 lisp.get_vector("color", vColor );
52 color = Color( vColor );
54 //all alpha to make the sprite still visible
55 color.alpha = ALPHA_SOLID;
58 if(color.red == 0 && color.green == 0 && color.blue == 0) { //is it black?
60 trigger_red = MIN_INTENSITY;
61 trigger_green = MIN_INTENSITY;
62 trigger_blue = MIN_INTENSITY;
65 trigger_red = (color.red == 1.0f ? MIN_INTENSITY : 0);
66 trigger_green = (color.green == 1.0f ? MIN_INTENSITY : 0);
67 trigger_blue = (color.blue == 1.0f ? MIN_INTENSITY : 0);
70 center = get_bbox().get_middle();
74 MagicBlock::update(float elapsed_time)
76 //Check if center of this block is on screen.
77 //Don't update if not, because there is no light off screen.
78 float screen_left = Sector::current()->camera->get_translation().x;
79 float screen_top = Sector::current()->camera->get_translation().y;
80 float screen_right = screen_left+ SCREEN_WIDTH;
81 float screen_bottom = screen_top + SCREEN_HEIGHT;
82 if((center.x > screen_right ) || ( center.y > screen_bottom) ||
83 ( center.x < screen_left) || ( center.y < screen_top)) {
84 switch_delay = SWITCH_DELAY;
90 lighting_ok = (light.red >= trigger_red || light.green >= trigger_green
91 || light.blue >= trigger_blue);
93 lighting_ok = (light.red >= trigger_red && light.green >= trigger_green
94 && light.blue >= trigger_blue);
97 // overrule lighting_ok if switch_delay has not yet passed
98 if (lighting_ok == is_solid) {
99 switch_delay = SWITCH_DELAY;
101 if (switch_delay > 0) {
102 lighting_ok = is_solid;
103 switch_delay -= elapsed_time;
108 // lighting suggests going solid
111 if (Sector::current()->is_free_of_movingstatics(get_bbox(), this)) {
114 switch_delay = SWITCH_DELAY;
118 // lighting suggests going nonsolid
120 if( solid_time >= MIN_SOLIDTIME ){
127 solid_time+=elapsed_time;
128 color.alpha = ALPHA_SOLID;
129 sprite->set_action("solid");
131 color.alpha = ALPHA_NONSOLID;
132 sprite->set_action("normal");
137 MagicBlock::draw(DrawingContext& context){
138 //Ask for update about lightmap at center of this block
139 context.get_light( center, &light );
142 MovingSprite::draw(context);
144 context.draw_filled_rect( get_bbox(), color, layer);
148 MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
157 IMPLEMENT_FACTORY(MagicBlock, "magicblock");