- added spikes
[supertux.git] / src / gameobjs.cpp
index 3c04c05..3a1eeac 100644 (file)
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //  02111-1307, USA.
 #include <algorithm>
+#include <iostream>
 #include "world.h"
 #include "tile.h"
 #include "gameloop.h"
 #include "gameobjs.h"
 #include "sprite_manager.h"
 #include "resources.h"
+#include "level.h"
 
 void
 BouncyDistro::init(float x, float y)
@@ -216,13 +218,13 @@ FloatingScore::draw()
 #define TRAMPOLINE_FRAMES 4
 Sprite *img_trampoline[TRAMPOLINE_FRAMES];
 
-void load_trampoline_gfx()
+void load_object_gfx()
 {
   for (int i = 0; i < TRAMPOLINE_FRAMES; i++)
   {
     char sprite_name[16];
     sprintf(sprite_name, "trampoline-%i", i+1);
-    img_trampoline[0] = sprite_manager->load(sprite_name);
+    img_trampoline[i] = sprite_manager->load(sprite_name);
   }
 }
 
@@ -231,25 +233,115 @@ Trampoline::init(float x, float y)
 {
   base.x = x;
   base.y = y;
+  base.width = 32;
+  base.height = 32;
+
+  frame = 0;
+  mode = M_NORMAL;
+  physic.reset();
 }
 
 void
-Trampoline::action(double frame_ratio)
+Trampoline::draw()
 {
-  (void) frame_ratio;
-  // TODO:
-  // If HELD
-  //   - move with tux
-  // If jumped on
-  //   - compress springs (reduce height)
+  img_trampoline[frame]->draw((int)base.x, (int)base.y);
+
+  frame = 0;
+
+  if (debug_mode)
+    fillrect(base.x - scroll_x, base.y - scroll_y, base.width, base.height, 75, 75, 0, 150);
 }
 
 void
-Trampoline::draw()
+Trampoline::action(double frame_ratio)
 {
-  img_trampoline[0]->draw((int)base.x, (int)base.y);
+  // TODO: Remove if we're too far off the screen
+
+  physic.apply(frame_ratio, base.x, base.y);
+
+  // Falling
+  if (mode != M_HELD)
+  {
+    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.set_velocity_x(0);
+    }
+    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 = *World::current()->get_tux();
+    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;
+    }
+  }
 }
 
+void
+Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
+{
+  Player* pplayer_c = NULL;
+  switch (c_object)
+  {
+    case CO_PLAYER:
+      pplayer_c = (Player*) p_c_object;
+
+      if (type == COLLISION_NORMAL)
+      {
+        // Pick up if HELD (done in Player)
+      }
+
+      else if (type == COLLISION_SQUISH)
+      {
+        int squish_amount = (32 - (int)pplayer_c->base.y % 32);
+
+        if (squish_amount < 24)
+          frame = 3;
+        else if (squish_amount < 28)
+          frame = 2;
+        else if (squish_amount < 30)
+          frame = 1;
+        else
+          frame = 0;
+
+        if (squish_amount < 24)
+          pplayer_c->physic.set_velocity_y(power);
+        else if (pplayer_c->physic.get_velocity_y() < 0)
+          pplayer_c->physic.set_velocity_y(-squish_amount/32);
+      }
+
+      break;
+
+    default:
+      break;
+    
+  }
+}
 
 /* EOF */