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.
25 #include "powerup.hpp"
26 #include "resources.hpp"
28 #include "audio/sound_manager.hpp"
29 #include "object_factory.hpp"
33 PowerUp::PowerUp(const lisp::Lisp& lisp)
34 : MovingSprite(lisp, LAYER_OBJECTS, COLGROUP_MOVING)
36 lisp.get("script", script);
38 lisp.get("disable-physics", no_physics);
39 physic.enable_gravity(true);
43 PowerUp::collision(GameObject& other, const CollisionHit& hit)
45 if(other.get_flags() & FLAG_SOLID) {
46 if(fabsf(hit.normal.y) > .5) { // roof or ground
47 physic.set_velocity_y(0);
48 } else { // bumped left or right
49 physic.set_velocity_x(-physic.get_velocity_x());
55 Player* player = dynamic_cast<Player*>(&other);
62 std::istringstream stream(script);
63 Sector::current()->run_script(stream, "powerup-script");
67 // some defaults if no script has been set
68 if (sprite_name == "images/powerups/egg/egg.sprite") {
69 player->add_bonus(GROWUP_BONUS, true);
70 sound_manager->play("sounds/grow.wav");
71 } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
72 player->add_bonus(FIRE_BONUS, true);
73 sound_manager->play("sounds/fire-flower.wav");
74 } else if (sprite_name == "images/powerups/star/star.sprite") {
75 player->make_invincible();
76 } else if (sprite_name == "images/powerups/1up/1up.sprite") {
77 player->get_status()->add_coins(100);
83 PowerUp::update(float elapsed_time)
86 movement = physic.get_movement(elapsed_time);
89 IMPLEMENT_FACTORY(PowerUp, "powerup");