4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 #include "platform.hpp"
26 #include "video/drawing_context.hpp"
27 #include "resources.hpp"
30 #include "path_walker.hpp"
31 #include "sprite/sprite_manager.hpp"
32 #include "lisp/lisp.hpp"
33 #include "object_factory.hpp"
35 Platform::Platform(const lisp::Lisp& reader)
37 std::string sprite_name;
38 reader.get("sprite", sprite_name);
40 throw std::runtime_error("No sprite specified in platform object");
41 sprite.reset(sprite_manager->create(sprite_name));
43 const lisp::Lisp* pathLisp = reader.get_lisp("path");
45 throw std::runtime_error("No path specified for platform");
46 path.reset(new Path());
47 path->read(*pathLisp);
48 walker.reset(new PathWalker(path.get()));
50 bbox.p1 = path->get_base();
51 bbox.set_size(sprite->get_width(), sprite->get_height());
53 set_group(COLGROUP_STATIC);
61 //TODO: Squish Tux when standing between platform and solid tile/object
62 // Improve collision handling
63 // Move all MovingObjects lying on the platform instead of only the player
65 Platform::collision(GameObject& other, const CollisionHit& hit)
67 if (typeid(other) == typeid(Player)) {
68 if (hit.normal.y >= 0.9) {
69 //Tux is standing on the platform
70 //Player* player = (Player*) &other;
71 //player->add_velocity(speed * 1.5);
75 if(other.get_flags() & FLAG_SOLID) {
76 //Collision with a solid tile
83 Platform::update(float elapsed_time)
85 movement = walker->advance(elapsed_time);
86 speed = movement / elapsed_time;
90 Platform::draw(DrawingContext& context)
92 sprite->draw(context, get_pos(), LAYER_OBJECTS);
95 IMPLEMENT_FACTORY(Platform, "platform");