// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
+#include <config.h>
+
#include <algorithm>
#include <iostream>
-#include "world.h"
+#include <cmath>
+
+#include "app/globals.h"
#include "tile.h"
+#include "tile_manager.h"
#include "gameloop.h"
#include "gameobjs.h"
-#include "sprite_manager.h"
+#include "special/sprite_manager.h"
#include "resources.h"
+#include "sector.h"
+#include "tilemap.h"
+#include "video/drawing_context.h"
+#include "camera.h"
-void
-BouncyDistro::init(float x, float y)
+BouncyCoin::BouncyCoin(const Vector& pos)
+ : position(pos)
{
- base.x = x;
- base.y = y;
- base.ym = -2;
+ timer.start(.3);
+ sprite = sprite_manager->create("coin");
+ sprite->set_action("still");
}
-void
-BouncyDistro::action(double frame_ratio)
+BouncyCoin::~BouncyCoin()
{
- base.y = base.y + base.ym * frame_ratio;
+ delete sprite;
+}
- base.ym += 0.1 * frame_ratio;
+void
+BouncyCoin::action(float elapsed_time)
+{
+ position.y += -200 * elapsed_time;
- if (base.ym >= 0)
- {
- std::vector<BouncyDistro*>::iterator i
- = std::find(World::current()->bouncy_distros.begin(),
- World::current()->bouncy_distros.end(),
- this);
- if (i != World::current()->bouncy_distros.end())
- World::current()->bouncy_distros.erase(i);
- }
+ if(timer.check())
+ remove_me();
}
void
-BouncyDistro::draw()
+BouncyCoin::draw(DrawingContext& context)
{
- img_distro[0]->draw(base.x - scroll_x,
- base.y - scroll_y);
+ sprite->draw(context, position, LAYER_OBJECTS);
}
+//---------------------------------------------------------------------------
-void
-BrokenBrick::init(Tile* tile_, float x, float y, float xm, float ym)
+BrokenBrick::BrokenBrick(Sprite* nsprite,
+ const Vector& pos, const Vector& nmovement)
+ : sprite(new Sprite(*nsprite)), position(pos), movement(nmovement)
{
- tile = tile_;
- base.x = x;
- base.y = y;
- base.xm = xm;
- base.ym = ym;
-
- timer.init(true);
- timer.start(200);
+ timer.start(.2);
}
-void
-BrokenBrick::action(double frame_ratio)
+BrokenBrick::~BrokenBrick()
{
- base.x = base.x + base.xm * frame_ratio;
- base.y = base.y + base.ym * frame_ratio;
-
- if (!timer.check())
- {
- std::vector<BrokenBrick*>::iterator i
- = std::find(World::current()->broken_bricks.begin(),
- World::current()->broken_bricks.end(),
- this);
- if (i != World::current()->broken_bricks.end())
- World::current()->broken_bricks.erase(i);
- }
+ delete sprite;
}
void
-BrokenBrick::draw()
+BrokenBrick::action(float elapsed_time)
{
- SDL_Rect src, dest;
- src.x = rand() % 16;
- src.y = rand() % 16;
- src.w = 16;
- src.h = 16;
+ position += movement * elapsed_time;
- dest.x = (int)(base.x - scroll_x);
- dest.y = (int)(base.y - scroll_y);
- dest.w = 16;
- dest.h = 16;
-
- if (tile->images.size() > 0)
- tile->images[0]->draw_part(src.x,src.y,dest.x,dest.y,dest.w,dest.h);
+ if (timer.check())
+ remove_me();
}
void
-BouncyBrick::init(float x, float y)
+BrokenBrick::draw(DrawingContext& context)
{
- base.x = x;
- base.y = y;
- offset = 0;
- offset_m = -BOUNCY_BRICK_SPEED;
- shape = World::current()->get_level()->gettileid(x, y);
+ sprite->draw_part(context,
+ Vector(rand() % 16, rand() % 16), Vector(16, 16),
+ position, LAYER_OBJECTS + 1);
}
-void
-BouncyBrick::action(double frame_ratio)
+//---------------------------------------------------------------------------
+
+FloatingText::FloatingText(const Vector& pos, const std::string& text_)
+ : position(pos), text(text_)
{
- offset = (offset + offset_m * frame_ratio);
+ timer.start(.1);
+ position.x -= text.size() * 8;
+}
- /* Go back down? */
- if (offset < -BOUNCY_BRICK_MAX_OFFSET)
- offset_m = BOUNCY_BRICK_SPEED;
+FloatingText::FloatingText(const Vector& pos, int score)
+ : position(pos)
+{
+ timer.start(.1);
+ // turn int into a string
+ char str[10];
+ snprintf(str, 10, "%d", score);
+ text = str;
- /* Stop bouncing? */
- if (offset >= 0)
- {
- std::vector<BouncyBrick*>::iterator i
- = std::find(World::current()->bouncy_bricks.begin(),
- World::current()->bouncy_bricks.end(),
- this);
- if (i != World::current()->bouncy_bricks.end())
- World::current()->bouncy_bricks.erase(i);
- }
+ position.x -= text.size() * 8;
}
void
-BouncyBrick::draw()
+FloatingText::action(float elapsed_time)
{
- SDL_Rect dest;
-
- if (base.x >= scroll_x - 32 &&
- base.x <= scroll_x + screen->w)
- {
- dest.x = (int)(base.x - scroll_x);
- dest.y = (int)(base.y - scroll_y);
- dest.w = 32;
- dest.h = 32;
-
- Level* plevel = World::current()->get_level();
-
- // FIXME: overdrawing hack to clean the tile from the screen to
- // paint it later at on offseted position
- if(plevel->bkgd_image[0] == '\0')
- {
- fillrect(base.x - scroll_x, base.y - scroll_y,
- 32,32,
- plevel->bkgd_top.red, plevel->bkgd_top.green, plevel->bkgd_top.blue, 0);
-// FIXME: doesn't respect the gradient, futhermore is this necessary at all??
- }
- else
- {
- int s = ((int)scroll_x / 2)%640;
- plevel->img_bkgd->draw_part(dest.x + s, dest.y,
- dest.x, dest.y,dest.w,dest.h);
- }
+ position.y -= 1.4 * elapsed_time;
- Tile::draw(base.x - scroll_x,
- base.y - scroll_y + offset,
- shape);
- }
+ if(timer.check())
+ remove_me();
}
-void
-FloatingScore::init(float x, float y, int s)
-{
- base.x = x;
- base.y = y - 16;
- timer.init(true);
- timer.start(1000);
- value = s;
-}
+#define FADING_TIME .350
void
-FloatingScore::action(double frame_ratio)
+FloatingText::draw(DrawingContext& context)
{
- base.y = base.y - 2 * frame_ratio;
+ // make an alpha animation when disapearing
+ int alpha;
+ if(timer.get_timeleft() < FADING_TIME)
+ alpha = int(timer.get_timeleft() * 255 / FADING_TIME);
+ else
+ alpha = 255;
- if(!timer.check())
- {
- std::vector<FloatingScore*>::iterator i
- = std::find(World::current()->floating_scores.begin(),
- World::current()->floating_scores.end(),
- this);
- if (i != World::current()->floating_scores.end())
- World::current()->floating_scores.erase(i);
- }
-}
+ context.push_transform();
+ context.set_alpha(alpha);
-void
-FloatingScore::draw()
-{
- char str[10];
- sprintf(str, "%d", value);
- gold_text->draw(str, (int)base.x + 16 - strlen(str) * 8, (int)base.y, 1);
+ context.draw_text(gold_text, text, position, LEFT_ALLIGN, LAYER_OBJECTS+1);
+
+ context.pop_transform();
}
/* Trampoline */
-#define TRAMPOLINE_FRAMES 4
-Sprite *img_trampoline[TRAMPOLINE_FRAMES];
+#if 0
+Sprite *img_trampoline;
-void load_object_gfx()
+Trampoline::Trampoline(LispReader& reader)
{
- for (int i = 0; i < TRAMPOLINE_FRAMES; i++)
- {
- char sprite_name[16];
- sprintf(sprite_name, "trampoline-%i", i+1);
- img_trampoline[i] = sprite_manager->load(sprite_name);
- }
+ reader.read_float("x", base.x);
+ reader.read_float("y", base.y);
+ base.width = 32;
+ base.height = 32;
+ power = 7.5;
+ reader.read_float("power", power);
+
+ frame = 0;
+ mode = M_NORMAL;
+ physic.reset();
}
-void
-Trampoline::init(float x, float y)
+Trampoline::Trampoline(float x, float y)
{
base.x = x;
base.y = y;
-
base.width = 32;
base.height = 32;
+ power = 7.5;
frame = 0;
+ mode = M_NORMAL;
+ physic.reset();
}
void
-Trampoline::draw()
+Trampoline::write(LispWriter& writer)
{
- img_trampoline[frame]->draw((int)base.x, (int)base.y);
+ writer.start_list("trampoline");
- frame = 0;
+ writer.write_float("x", base.x);
+ writer.write_float("y", base.y);
+ writer.write_float("power", power);
- if (debug_mode)
- fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75, 75, 0, 150);
+ writer.end_list("trampoline");
+}
+
+void
+Trampoline::draw(DrawingContext& context)
+{
+ img_trampoline->set_frame(frame);
+ img_trampoline->draw(context, base, LAYER_OBJECTS);
+ frame = 0;
}
void
-Trampoline::action(double frame_ratio)
+Trampoline::action(float frame_ratio)
{
- physic.apply(frame_ratio, base.x, base.y);
+ // TODO: Remove if we're too far off the screen
// Falling
- if (issolid(base.x + base.width/2, base.y + base.height))
+ if (mode != M_HELD)
{
- base.y = int((base.y + base.height)/32) * 32 - base.height;
+ if (issolid(base.x + base.width/2, base.y + base.height))
+ {
+ base.y = int((base.y + base.height)/32) * 32 - base.height;
+
+ physic.enable_gravity(false);
+ physic.set_velocity_y(0.0f);
- physic.enable_gravity(false);
- physic.set_velocity_y(0.0f);
+ physic.set_velocity_x(0);
+ }
+ else
+ {
+ physic.enable_gravity(true);
+ }
}
- else
- physic.enable_gravity(true);
+ else // Player is carrying us around
+ {
+ /* FIXME: The trampoline object shouldn't know about pplayer objects. */
+ /* If we're holding the iceblock */
+ Player& tux = *Sector::current()->player;
+ Direction dir = tux.dir;
+ if(dir == RIGHT)
+ {
+ base.x = tux.base.x + 16;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
+ }
+ else /* facing left */
+ {
+ base.x = tux.base.x - 16;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
+ }
+
+ if(collision_object_map(base))
+ {
+ base.x = tux.base.x;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
+ }
+ }
+
+ physic.apply(frame_ratio, base.x, base.y, Sector::current()->gravity);
+ collision_swept_object_map(&old_base, &base);
}
-// TODO:
-// If HELD
-// - move with tux
-// If jumped on
-// - compress springs (reduce height)
+void
+Trampoline::collision(const MovingObject&, int)
+{
+ // comes later
+}
void
Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
if (type == COLLISION_NORMAL)
{
- // TODO: Pick up if HELD
+ // Pick up if HELD (done in Player)
}
else if (type == COLLISION_SQUISH)
{
- // TODO: compress springs
- // TODO: launch tux, if necessary
-
int squish_amount = (32 - (int)pplayer_c->base.y % 32);
if (squish_amount < 24)
else
frame = 0;
- if (squish_amount < 24)
+ if (squish_amount < 20) {
pplayer_c->physic.set_velocity_y(power);
+ pplayer_c->fall_mode = Player::TRAMPOLINE_JUMP;
+ }
else if (pplayer_c->physic.get_velocity_y() < 0)
pplayer_c->physic.set_velocity_y(-squish_amount/32);
}
}
}
+#endif
+
+/* Flying Platform */
+
+#if 0
+Sprite *img_flying_platform;
+
+FlyingPlatform::FlyingPlatform(LispReader& reader)
+{
+ reader.read_int_vector("x", pos_x);
+ reader.read_int_vector("y", pos_y);
+
+ velocity = 2.0;
+ reader.read_float("velocity", velocity);
+
+ base.x = pos_x[0];
+ base.y = pos_y[0];
+ base.width = 96;
+ base.height = 40;
+
+ point = 0;
+ move = false;
+
+ float x = pos_x[point+1] - pos_x[point];
+ float y = pos_y[point+1] - pos_y[point];
+ vel_x = x*velocity / sqrt(x*x + y*y);
+ vel_y = -(velocity - vel_x);
+
+ frame = 0;
+}
+
+FlyingPlatform::FlyingPlatform(int x, int y)
+{
+base.x = x;
+base.y = y;
+point = 0;
+move = false;
+}
+
+void
+FlyingPlatform::write(LispWriter& writer)
+{
+ writer.start_list("flying-trampoline");
+
+ writer.write_int_vector("x", pos_x);
+ writer.write_int_vector("y", pos_y);
+ writer.write_float("velocity", velocity);
+
+ writer.end_list("flying-trampoline");
+}
+
+void
+FlyingPlatform::draw(DrawingContext& context)
+{
+ img_flying_platform->draw(context, base, LAYER_OBJECTS);
+}
+
+void
+FlyingPlatform::action(float frame_ratio)
+{
+ // TODO: Remove if we're too far off the screen
+
+if(!move)
+ return;
+
+if((unsigned)point+1 != pos_x.size())
+ {
+ if(((pos_x[point+1] > pos_x[point] && base.x >= pos_x[point+1]) ||
+ (pos_x[point+1] < pos_x[point] && base.x <= pos_x[point+1]) ||
+ pos_x[point] == pos_x[point+1]) &&
+ ((pos_y[point+1] > pos_y[point] && base.y >= pos_y[point+1]) ||
+ (pos_y[point+1] < pos_y[point] && base.y <= pos_y[point+1]) ||
+ pos_y[point] == pos_y[point+1]))
+ {
+ point++;
+
+ float x = pos_x[point+1] - pos_x[point];
+ float y = pos_y[point+1] - pos_y[point];
+ vel_x = x*velocity / sqrt(x*x + y*y);
+ vel_y = -(velocity - vel_x);
+ }
+ }
+else // last point
+ {
+ // point = 0;
+ // reverse vector
+ return;
+ }
+/*
+if(pos_x[point+1] > base.x)
+ base.x += velocity * frame_ratio;
+else if(pos_x[point+1] < base.x)
+ base.x -= velocity * frame_ratio;
+
+if(pos_y[point+1] > base.y)
+ base.y += velocity * frame_ratio;
+else if(pos_y[point+1] < base.y)
+ base.y -= velocity * frame_ratio;
+*/
+
+base.x += vel_x * frame_ratio;
+base.y += vel_y * frame_ratio;
+}
+
+void
+FlyingPlatform::collision(const MovingObject&, int)
+{
+ // comes later
+}
+
+void
+FlyingPlatform::collision(void *p_c_object, int c_object, CollisionType type)
+{
+(void) p_c_object;
+(void) type;
+
+// Player* pplayer_c = NULL;
+ switch (c_object)
+ {
+ case CO_PLAYER:
+// pplayer_c = (Player*) p_c_object;
+ move = true;
+
+ break;
+
+ default:
+ break;
+
+ }
+}
+#endif
+
+Sprite *img_smoke_cloud = 0;
+
+SmokeCloud::SmokeCloud(const Vector& pos)
+ : position(pos)
+{
+ timer.start(.3);
+}
+
+void
+SmokeCloud::action(float elapsed_time)
+{
+ position.y -= 120 * elapsed_time;
+
+ if(timer.check())
+ remove_me();
+}
+
+void
+SmokeCloud::draw(DrawingContext& context)
+{
+ img_smoke_cloud->draw(context, position, LAYER_OBJECTS+1);
+}
+
+Particles::Particles(const Vector& epicenter, int min_angle, int max_angle,
+ const Vector& initial_velocity, const Vector& acceleration, int number,
+ Color color_, int size_, float life_time, int drawing_layer_)
+ : accel(acceleration), color(color_), size(size_), drawing_layer(drawing_layer_)
+{
+ if(life_time == 0) {
+ live_forever = true;
+ } else {
+ live_forever = false;
+ timer.start(life_time);
+ }
+
+ // create particles
+ for(int p = 0; p < number; p++)
+ {
+ Particle* particle = new Particle;
+ particle->pos = epicenter;
+
+ float angle = ((rand() % (max_angle-min_angle))+min_angle)
+ * (M_PI / 180); // convert to radius
+ particle->vel.x = /*fabs*/(sin(angle)) * initial_velocity.x;
+// if(angle >= M_PI && angle < M_PI*2)
+// particle->vel.x *= -1; // work around to fix signal
+ particle->vel.y = /*fabs*/(cos(angle)) * initial_velocity.y;
+// if(angle >= M_PI_2 && angle < 3*M_PI_2)
+// particle->vel.y *= -1;
+
+ particles.push_back(particle);
+ }
+}
-/* EOF */
+Particles::~Particles()
+{
+ // free particles
+ for(std::vector<Particle*>::iterator i = particles.begin();
+ i < particles.end(); i++)
+ delete (*i);
+}
+
+void
+Particles::action(float elapsed_time)
+{
+ Vector camera = Sector::current()->camera->get_translation();
+
+ // update particles
+ for(std::vector<Particle*>::iterator i = particles.begin();
+ i != particles.end(); ) {
+ (*i)->pos.x += (*i)->vel.x * elapsed_time;
+ (*i)->pos.y += (*i)->vel.y * elapsed_time;
+
+ (*i)->vel.x += accel.x * elapsed_time;
+ (*i)->vel.y += accel.y * elapsed_time;
+
+ if((*i)->pos.x < camera.x || (*i)->pos.x > screen->w + camera.x ||
+ (*i)->pos.y < camera.y || (*i)->pos.y > screen->h + camera.y) {
+ delete (*i);
+ i = particles.erase(i);
+ } else {
+ ++i;
+ }
+ }
+
+ if((timer.check() && !live_forever) || particles.size() == 0)
+ remove_me();
+}
+
+void
+Particles::draw(DrawingContext& context)
+{
+ // draw particles
+ for(std::vector<Particle*>::iterator i = particles.begin();
+ i != particles.end(); i++) {
+ context.draw_filled_rect((*i)->pos, Vector(size,size), color,drawing_layer);
+ }
+}
+
+void load_object_gfx()
+{
+#if 0
+ img_trampoline = sprite_manager->load("trampoline");
+ img_trampoline->start_animation(0);
+ img_flying_platform = sprite_manager->load("flying_platform");
+#endif
+ img_smoke_cloud = sprite_manager->create("stomp");
+}
+
+void free_object_gfx()
+{
+ delete img_smoke_cloud;
+}