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"),
40 is_solid(false), solid_time(0), switch_delay(0), light(1.0f,1.0f,1.0f)
42 set_group(COLGROUP_STATIC);
44 std::vector<float> vColor;
45 lisp.get("color", vColor );
46 color = Color( vColor );
48 //all alpha to make the sprite still visible
49 color.alpha = ALPHA_SOLID;
52 if(color.red == 0 && color.green == 0 && color.blue == 0) { //is it black?
54 trigger_red = MIN_INTENSITY;
55 trigger_green = MIN_INTENSITY;
56 trigger_blue = MIN_INTENSITY;
59 trigger_red = (color.red == 1.0f ? MIN_INTENSITY : 0);
60 trigger_green = (color.green == 1.0f ? MIN_INTENSITY : 0);
61 trigger_blue = (color.blue == 1.0f ? MIN_INTENSITY : 0);
64 center = get_bbox().get_middle();
68 MagicBlock::update(float elapsed_time)
70 //Check if center of this block is on screen.
71 //Don't update if not, because there is no light off screen.
72 float screen_left = Sector::current()->camera->get_translation().x;
73 float screen_top = Sector::current()->camera->get_translation().y;
74 float screen_right = screen_left+ SCREEN_WIDTH;
75 float screen_bottom = screen_top + SCREEN_HEIGHT;
76 if((center.x > screen_right ) || ( center.y > screen_bottom) ||
77 ( center.x < screen_left) || ( center.y < screen_top)) {
78 switch_delay = SWITCH_DELAY;
84 lighting_ok = (light.red >= trigger_red || light.green >= trigger_green
85 || light.blue >= trigger_blue);
87 lighting_ok = (light.red >= trigger_red && light.green >= trigger_green
88 && light.blue >= trigger_blue);
91 // overrule lighting_ok if switch_delay has not yet passed
92 if (lighting_ok == is_solid) {
93 switch_delay = SWITCH_DELAY;
95 if (switch_delay > 0) {
96 lighting_ok = is_solid;
97 switch_delay -= elapsed_time;
102 // lighting suggests going solid
105 if (Sector::current()->is_free_of_movingstatics(get_bbox(), this)) {
108 switch_delay = SWITCH_DELAY;
112 // lighting suggests going nonsolid
114 if( solid_time >= MIN_SOLIDTIME ){
121 solid_time+=elapsed_time;
122 color.alpha = ALPHA_SOLID;
123 sprite->set_action("solid");
125 color.alpha = ALPHA_NONSOLID;
126 sprite->set_action("normal");
131 MagicBlock::draw(DrawingContext& context){
132 //Ask for update about lightmap at center of this block
133 context.get_light( center, &light );
136 MovingSprite::draw(context);
138 context.draw_filled_rect( get_bbox(), color, layer);
142 MagicBlock::collides(GameObject& /*other*/, const CollisionHit& /*hit*/)
148 MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
153 IMPLEMENT_FACTORY(MagicBlock, "magicblock");