3 // SuperTux - Trampoline
4 // Copyright (C) 2006 Wolfgang Becker <uafr@gmx.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.
22 #include "trampoline.hpp"
23 #include "object_factory.hpp"
25 #include "audio/sound_manager.hpp"
26 #include "sprite/sprite_manager.hpp"
27 #include "sprite/sprite.hpp"
28 #include "badguy/walking_badguy.hpp"
29 #include "control/controller.hpp"
31 /* Trampoline will accelerate player to to VY_INITIAL, if
32 * he jumps on it to VY_MIN. */
34 const std::string TRAMPOLINE_SOUND = "sounds/trampoline.wav";
35 const float VY_MIN = -900; //negative, upwards
36 const float VY_INITIAL = -500;
39 Trampoline::Trampoline(const lisp::Lisp& lisp)
40 : Rock(lisp, "images/objects/trampoline/trampoline.sprite")
42 sound_manager->preload(TRAMPOLINE_SOUND);
45 //Check if this trampoline is not portable
46 if(lisp.get("portable", portable)) {
48 //we need another sprite
49 sprite_name = "images/objects/trampoline/trampoline_fix.sprite";
50 sprite = sprite_manager->create(sprite_name);
51 sprite->set_action("normal");
57 Trampoline::update(float elapsed_time)
59 if(sprite->animation_done()) {
60 sprite->set_action("normal");
63 Rock::update(elapsed_time);
67 Trampoline::collision(GameObject& other, const CollisionHit& hit)
70 //Tramponine has to be on ground to work.
72 Player* player = dynamic_cast<Player*> (&other);
73 //Trampoline works for player
75 float vy = player->physic.get_velocity_y();
76 //player is falling down on trampoline
77 if(hit.top && vy >= 0) {
78 if(player->get_controller()->hold(Controller::JUMP)) {
83 player->physic.set_velocity_y(vy);
84 sound_manager->play(TRAMPOLINE_SOUND);
85 sprite->set_action("swinging", 1);
89 WalkingBadguy* walking_badguy = dynamic_cast<WalkingBadguy*> (&other);
90 //Trampoline also works for WalkingBadguy
92 float vy = walking_badguy->get_velocity_y();
93 //walking_badguy is falling down on trampoline
94 if(hit.top && vy >= 0) {
96 walking_badguy->set_velocity_y(vy);
97 sound_manager->play(TRAMPOLINE_SOUND);
98 sprite->set_action("swinging", 1);
104 return Rock::collision(other, hit);
108 Trampoline::collision_solid(const CollisionHit& hit) {
109 Rock::collision_solid(hit);
113 Trampoline::grab(MovingObject& object, const Vector& pos, Direction dir) {
114 sprite->set_animation_loops(0);
115 Rock::grab(object, pos, dir);
119 Trampoline::ungrab(MovingObject& object, Direction dir) {
120 Rock::ungrab(object, dir);
124 Trampoline::is_portable() const
126 return Rock::is_portable() && portable;
129 IMPLEMENT_FACTORY(Trampoline, "trampoline");