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 const std::string TRAMPOLINE_SOUND = "sounds/trampoline.wav";
32 const float VY_MIN = -900; //negative, upwards
33 const float VY_INITIAL = -500;
36 Trampoline::Trampoline(const lisp::Lisp& lisp)
37 : MovingSprite(lisp, "images/objects/trampoline/trampoline.sprite")
39 set_group(COLGROUP_MOVING_STATIC);
40 sound_manager->preload(TRAMPOLINE_SOUND);
41 physic.set_velocity(0, 0);
42 physic.enable_gravity(true);
46 //Check if this trampoline is not portable
47 if(lisp.get("portable", portable)) {
49 //we need another sprite
50 sprite_name = "images/objects/trampoline/trampoline_fix.sprite";
51 sprite = sprite_manager->create(sprite_name);
52 sprite->set_action("normal");
58 Trampoline::update(float elapsed_time)
60 if(sprite->animation_done()) {
61 sprite->set_action("normal");
64 movement = physic.get_movement(elapsed_time);
69 Trampoline::collision(GameObject& other, const CollisionHit& hit)
71 //Tramponine has to be on ground to work.
75 Player* player = dynamic_cast<Player*> (&other);
77 float vy = player->physic.get_velocity_y();
78 //player is falling down on trampoline
79 if(hit.top && vy >= 0) {
80 if(player->get_controller()->hold(Controller::JUMP)) {
85 player->physic.set_velocity_y(vy);
86 sound_manager->play(TRAMPOLINE_SOUND);
87 sprite->set_action("swinging", 1);
95 Trampoline::collision_solid(const CollisionHit& hit) {
96 if(hit.top || hit.bottom)
97 physic.set_velocity_y(0);
98 if(hit.left || hit.right)
99 physic.set_velocity_x(0);
101 physic.set_velocity(0, 0);
103 if(hit.bottom && !on_ground) {
109 Trampoline::grab(MovingObject&, const Vector& pos, Direction) {
110 movement = pos - get_pos();
111 set_group(COLGROUP_DISABLED);
112 sprite->set_animation_loops(0);
118 Trampoline::ungrab(MovingObject& , Direction) {
119 set_group(COLGROUP_MOVING_STATIC);
121 physic.set_velocity(0, 0);
126 Trampoline::is_portable() const
131 IMPLEMENT_FACTORY(Trampoline, "trampoline");