#include "gameobjs.h"
#include "sprite_manager.h"
#include "resources.h"
+#include "level.h"
void
BouncyDistro::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::draw()
{
- img_trampoline[0]->draw((int)base.x, (int)base.y);
+ 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::action(double frame_ratio)
{
- physic.apply(frame_ratio, base.x, base.y);
+ // TODO: Remove if we're too far off the screen
+ physic.apply(frame_ratio, base.x, base.y);
- if (issolid(base.x + base.width/2, base.y + base.height))
+ // Falling
+ 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 = *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;
+ }
-// TODO:
-// If HELD
-// - move with tux
-// If jumped on
-// - compress springs (reduce 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)
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
-
- base.y = pplayer_c->base.y + pplayer_c->base.height;
- base.height = (32 - (int)pplayer_c->base.y % 32);
- if (base.height < 16)
- {
- base.height = 32;
-
- pplayer_c->physic.set_velocity_y(8);
- }
+ 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;