// $Id$
//
// SuperTux
-// Copyright (C) 2005 Marek Moeckel <wansti@gmx.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#ifndef __PLATFORM_H__
#define __PLATFORM_H__
#include <memory>
-#include "moving_object.hpp"
-#include "sprite/sprite.hpp"
+#include <string>
+#include "object/moving_sprite.hpp"
#include "object/path.hpp"
#include "object/path_walker.hpp"
+#include "script_interface.hpp"
/**
* This class is the base class for platforms that tux can stand on
*/
-class Platform : public MovingObject
+class Platform : public MovingSprite, public ScriptInterface
{
public:
Platform(const lisp::Lisp& reader);
- ~Platform();
+ Platform(const Platform& platform);
+ virtual Platform* clone() const { return new Platform(*this); }
virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
virtual void update(float elapsed_time);
- virtual void draw(DrawingContext& context);
+
const Vector& get_speed() const
{
return speed;
}
+ /**
+ * @name Scriptable Methods
+ * @{
+ */
+
+ /** Move platform until at given node, then stop */
+ void goto_node(int node_no);
+
+ /** Start moving platform */
+ void start_moving();
+
+ /** Stop platform at next node */
+ void stop_moving();
+
+ /**
+ * @}
+ */
+
+ virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
+ virtual void unexpose(HSQUIRRELVM vm, SQInteger table_idx);
+
+ Path& get_path() {
+ return *path.get();
+ }
+
private:
- std::auto_ptr<Sprite> sprite;
std::auto_ptr<Path> path;
std::auto_ptr<PathWalker> walker;
+
Vector speed;
+
+ bool automatic; /**< true if Platform will automatically pick a destination based on collisions and current Player position */
+ bool player_contact; /**< true if a Player touched the Platform during the last round of collision detections */
+ bool last_player_contact; /**< true if a Player touched the Platform during the round before the last round of collision detections */
+
};
#endif
-