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 by VY_FACTOR (or to VY_INITIAL if
29 * that's faster) if he jumps on it. Acceleration is capped at 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_FACTOR = -1.5;
34 static const float VY_INITIAL = -500;
37 Trampoline::Trampoline(const lisp::Lisp& lisp)
38 : MovingSprite(lisp, "images/objects/trampoline/trampoline.sprite" )
40 sound_manager->preload( TRAMPOLINE_SOUND );
41 flags |= FLAG_PORTABLE;
42 physic.set_velocity_y(0);
43 physic.enable_gravity(true);
46 //Check if we need another sprite
47 if( !lisp.get( "sprite", sprite_name ) ){
50 if( sprite_name == "" ){
51 sprite_name = "images/objects/trampoline/trampoline.sprite";
55 sprite = sprite_manager->create( sprite_name );
56 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 Player* player = dynamic_cast<Player*> (&other);
74 float vy = player->physic.get_velocity_y();
75 //player is falling down on trampolin holding "jump"
76 if(hit.top && vy > 0) {
77 if(player->get_controller()->hold(Controller::JUMP)) {
83 player->physic.set_velocity_y( vy );
84 //printf("nachher velocity y = %f\n", player->physic.get_velocity_y());
85 sound_manager->play( TRAMPOLINE_SOUND );
86 sprite->set_action("swinging", 1);
87 //sprite->set_animation_loops(2); //TODO: 2 is not working
92 return SOLID; //TODO: Nobody should be able to walk through the trampoline.
96 Trampoline::collision_solid( const CollisionHit& hit ){
103 Trampoline::grab( MovingObject&, const Vector& pos, Direction ){
104 movement = pos - get_pos();
105 set_group( COLGROUP_DISABLED );
107 sprite->set_animation_loops( 0 );
111 Trampoline::ungrab(MovingObject& , Direction ){
112 set_group( COLGROUP_MOVING );
114 physic.set_velocity_y(0);
118 IMPLEMENT_FACTORY(Trampoline, "trampoline");