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"
28 /* Trampoline will accelerate player to to VY_INITIAL, if
29 * he jumps on it to VY_MIN. */
31 static const std::string TRAMPOLINE_SOUND = "sounds/trampoline.wav";
32 static const float VY_MIN = -1000; //negative, upwards
33 static const float VY_INITIAL = -500;
36 Trampoline::Trampoline(const lisp::Lisp& lisp)
37 : MovingSprite(lisp, "images/objects/trampoline/trampoline.sprite" )
39 sound_manager->preload( TRAMPOLINE_SOUND );
40 flags |= FLAG_PORTABLE;
42 physic.set_velocity(0, 0);
43 physic.enable_gravity(true);
47 //Check if this trampoline is not portable
48 if( lisp.get( "portable", portable ) ){
50 flags ^= FLAG_PORTABLE;
51 //we need another sprite
52 sprite_name = "images/objects/trampoline/trampoline_fix.sprite";
53 sprite = sprite_manager->create( sprite_name );
54 sprite->set_action("normal");
60 Trampoline::update( float elapsed_time ){
62 movement = physic.get_movement(elapsed_time);
64 if(sprite->animation_done()) {
65 sprite->set_action("normal");
70 Trampoline::collision(GameObject& other, const CollisionHit& hit )
72 //Tramponine has to be on ground to work.
76 Player* player = dynamic_cast<Player*> (&other);
78 float vy = player->physic.get_velocity_y();
79 //player is falling down on trampolin holding "jump"
80 if(hit.top && vy > 0) {
81 if(player->get_controller()->hold(Controller::JUMP)) {
87 player->physic.set_velocity_y( vy );
88 sound_manager->play( TRAMPOLINE_SOUND );
89 sprite->set_action("swinging", 1);
90 //sprite->set_animation_loops(2); //TODO: 2 is not working
95 return SOLID; //TODO: Nobody should be able to walk through the trampoline.
96 // but to make this work we have to be in COLGROUP_STATIC which would
97 // break jumping and grabbing.
101 Trampoline::collision_solid( const CollisionHit& hit ){
108 Trampoline::grab( MovingObject&, const Vector& pos, Direction ){
109 movement = pos - get_pos();
110 set_group( COLGROUP_DISABLED );
112 sprite->set_animation_loops( 0 );
116 Trampoline::ungrab(MovingObject& , Direction ){
117 set_group( COLGROUP_MOVING );
119 physic.set_velocity(0, 0);
123 IMPLEMENT_FACTORY(Trampoline, "trampoline");