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.
23 #include "lisp/writer.hpp"
24 #include "object_factory.hpp"
25 #include "audio/sound_manager.hpp"
29 const std::string ROCK_SOUND = "sounds/brick.wav"; //TODO use own sound.
32 Rock::Rock(const Vector& pos, std::string spritename)
33 : MovingSprite(pos, spritename)
35 sound_manager->preload(ROCK_SOUND);
38 set_group(COLGROUP_MOVING_STATIC);
41 Rock::Rock(const lisp::Lisp& reader)
42 : MovingSprite(reader, "images/objects/rock/rock.sprite")
44 sound_manager->preload(ROCK_SOUND);
47 set_group(COLGROUP_MOVING_STATIC);
50 Rock::Rock(const lisp::Lisp& reader, std::string spritename)
51 : MovingSprite(reader, spritename)
53 sound_manager->preload(ROCK_SOUND);
56 set_group(COLGROUP_MOVING_STATIC);
60 Rock::write(lisp::Writer& writer)
62 writer.start_list("rock");
64 writer.write_float("x", bbox.p1.x);
65 writer.write_float("y", bbox.p1.y);
67 writer.end_list("rock");
71 Rock::update(float elapsed_time)
76 if (on_ground) physic.set_velocity_x(0);
78 movement = physic.get_movement(elapsed_time);
82 Rock::collision_solid(const CollisionHit& hit)
87 if(hit.top || hit.bottom)
88 physic.set_velocity_y(0);
89 if(hit.left || hit.right)
90 physic.set_velocity_x(0);
92 physic.set_velocity(0, 0);
94 if(hit.bottom && !on_ground && !grabbed) {
95 sound_manager->play(ROCK_SOUND, get_pos());
101 Rock::collision(GameObject& other, const CollisionHit& hit)
107 if(hit.bottom && physic.get_velocity_y() > 200) {
108 MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
110 //Getting a rock on the head hurts. A lot.
111 moving_object->collision_tile(Tile::HURTS);
121 Rock::grab(MovingObject& , const Vector& pos, Direction)
123 movement = pos - get_pos();
124 last_movement = movement;
125 set_group(COLGROUP_TOUCHABLE);
131 Rock::ungrab(MovingObject& , Direction dir)
133 set_group(COLGROUP_MOVING_STATIC);
136 physic.set_velocity(0, -500);
137 } else if (last_movement.norm() > 1) {
138 physic.set_velocity((dir == RIGHT) ? 200 : -200, -200);
140 physic.set_velocity(0, 0);
145 IMPLEMENT_FACTORY(Rock, "rock");