2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "object/scripted_object.hpp"
21 #include "scripting/squirrel_util.hpp"
22 #include "sprite/sprite.hpp"
23 #include "supertux/object_factory.hpp"
25 ScriptedObject::ScriptedObject(const Reader& lisp) :
26 MovingSprite(lisp, LAYER_OBJECTS, COLGROUP_MOVING_STATIC),
32 lisp.get("name", name);
34 throw std::runtime_error("Scripted object must have a name specified");
36 // FIXME: do we need this? bbox is already set via .sprite file
37 float width = sprite->get_width();
38 float height = sprite->get_height();
39 lisp.get("width", width);
40 lisp.get("height", height);
41 bbox.set_size(width, height);
43 lisp.get("solid", solid);
44 lisp.get("physic-enabled", physic_enabled);
45 lisp.get("visible", visible);
46 lisp.get("z-pos", layer);
48 set_group( COLGROUP_MOVING_STATIC );
50 set_group( COLGROUP_DISABLED );
55 ScriptedObject::expose(HSQUIRRELVM vm, SQInteger table_idx)
57 if (name.empty()) return;
58 expose_object(vm, table_idx, dynamic_cast<Scripting::ScriptedObject *>(this), name, false);
62 ScriptedObject::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
64 if (name.empty()) return;
65 Scripting::unexpose_object(vm, table_idx, name);
69 ScriptedObject::move(float x, float y)
71 bbox.move(Vector(x, y));
75 ScriptedObject::set_pos(float x, float y)
77 printf("SetPos: %f %f\n", x, y);
78 bbox.set_pos(Vector(x, y));
83 ScriptedObject::get_pos_x()
89 ScriptedObject::get_pos_y()
95 ScriptedObject::set_velocity(float x, float y)
97 new_vel = Vector(x, y);
102 ScriptedObject::get_velocity_x()
104 return physic.get_velocity_x();
108 ScriptedObject::get_velocity_y()
110 return physic.get_velocity_y();
114 ScriptedObject::set_visible(bool visible)
116 this->visible = visible;
120 ScriptedObject::is_visible()
126 ScriptedObject::set_solid(bool solid)
130 set_group( COLGROUP_MOVING_STATIC );
132 set_group( COLGROUP_DISABLED );
137 ScriptedObject::is_solid()
143 ScriptedObject::set_action(const std::string& animation)
145 sprite->set_action(animation);
149 ScriptedObject::get_action()
151 return sprite->get_action();
155 ScriptedObject::get_name()
161 ScriptedObject::update(float elapsed_time)
167 physic.set_velocity(new_vel.x, new_vel.y);
170 movement = physic.get_movement(elapsed_time);
174 ScriptedObject::draw(DrawingContext& context)
179 sprite->draw(context, get_pos(), layer);
183 ScriptedObject::collision_solid(const CollisionHit& hit)
189 if(physic.get_velocity_y() > 0)
190 physic.set_velocity_y(0);
192 physic.set_velocity_y(.1f);
195 if(hit.left || hit.right) {
196 physic.set_velocity_x(0);
201 ScriptedObject::collision(GameObject& , const CollisionHit& )
206 IMPLEMENT_FACTORY(ScriptedObject, "scriptedobject");