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"
20 static const float INITIALJUMP = -400;
21 static const float STAR_SPEED = 150;
22 static const float JUMPSTAR_SPEED = -300;
24 Star::Star(const Vector& pos, Direction direction) :
25 MovingSprite(pos, "images/powerups/star/star.sprite", LAYER_OBJECTS, COLGROUP_MOVING),
28 physic.set_velocity((direction == LEFT) ? -STAR_SPEED : STAR_SPEED, INITIALJUMP);
32 Star::update(float elapsed_time)
34 movement = physic.get_movement(elapsed_time);
38 Star::collision_solid(const CollisionHit& hit)
41 physic.set_velocity_y(JUMPSTAR_SPEED);
43 physic.set_velocity_y(0);
44 } else if(hit.left || hit.right) {
45 physic.set_velocity_x(-physic.get_velocity_x());
50 Star::collision(GameObject& other, const CollisionHit& )
52 Player* player = dynamic_cast<Player*> (&other);
54 player->make_invincible();