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/player.hpp"
18 #include "object/star.hpp"
19 #include "sprite/sprite.hpp"
20 #include "sprite/sprite_manager.hpp"
22 static const float INITIALJUMP = -400;
23 static const float STAR_SPEED = 150;
24 static const float JUMPSTAR_SPEED = -300;
26 Star::Star(const Vector& pos, Direction direction) :
27 MovingSprite(pos, "images/powerups/star/star.sprite", LAYER_OBJECTS, COLGROUP_MOVING),
29 light(0.0f,0.0f,0.0f),
30 lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
32 physic.set_velocity((direction == LEFT) ? -STAR_SPEED : STAR_SPEED, INITIALJUMP);
33 //set light for glow effect
34 lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
35 lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
39 Star::update(float elapsed_time)
41 movement = physic.get_movement(elapsed_time);
45 Star::draw(DrawingContext& context){
47 MovingSprite::draw(context);
48 //Draw the light when dark
49 context.get_light( get_bbox().get_middle(), &light );
50 if (light.red + light.green + light.blue < 3.0){
51 MovingSprite::draw(context);
52 context.push_target();
53 context.set_target(DrawingContext::LIGHTMAP);
54 lightsprite->draw(context, get_bbox().get_middle(), 0);
60 Star::collision_solid(const CollisionHit& hit)
63 physic.set_velocity_y(JUMPSTAR_SPEED);
65 physic.set_velocity_y(0);
66 } else if(hit.left || hit.right) {
67 physic.set_velocity_x(-physic.get_velocity_x());
72 Star::collision(GameObject& other, const CollisionHit& )
74 Player* player = dynamic_cast<Player*> (&other);
76 player->make_invincible();