}
void
-BouncyDistro::draw(ViewPort& viewport, int )
+BouncyDistro::draw(Camera& viewport, int )
{
img_distro[0]->draw(viewport.world2screen(position));
}
}
void
-BrokenBrick::draw(ViewPort& viewport, int )
+BrokenBrick::draw(Camera& viewport, int )
{
SDL_Rect src, dest;
src.x = rand() % 16;
}
void
-BouncyBrick::draw(ViewPort& viewport, int)
+BouncyBrick::draw(Camera& viewport, int)
{
Tile::draw(viewport.world2screen(position + Vector(0, offset)), shape);
}
}
void
-FloatingScore::draw(ViewPort& viewport, int )
+FloatingScore::draw(Camera& viewport, int )
{
gold_text->draw(str, viewport.world2screen(position));
}
}
void
-Trampoline::draw(ViewPort& viewport, int )
+Trampoline::draw(Camera& viewport, int )
{
img_trampoline[frame]->draw(viewport.world2screen(Vector(base.x, base.y)));
frame = 0;
else
frame = 0;
- if (squish_amount < 20)
+ 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);
}
/* Flying Platform */
-#define FLYING_PLATFORM_FRAMES 1
-Sprite *img_flying_platform[FLYING_PLATFORM_FRAMES];
+Sprite *img_flying_platform;
FlyingPlatform::FlyingPlatform(DisplayManager& displaymanager, LispReader& reader)
{
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;
}
}
void
-FlyingPlatform::draw(ViewPort& viewport, int )
+FlyingPlatform::draw(Camera& viewport, int )
{
-img_flying_platform[frame]->draw(viewport.world2screen(Vector(base.x, base.y)));
+img_flying_platform->draw(viewport.world2screen(Vector(base.x, base.y)));
}
void
{
// TODO: Remove if we're too far off the screen
- // FIXME: change frame
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+1] == 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+1] == pos_y[point+1]))
+ pos_y[point] == pos_y[point+1]))
{
point++;
-std::cerr << "next point: " << point << std::endl;
+
+ 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] > base.x)
+/*
+if(pos_x[point+1] > base.x)
base.x += velocity * frame_ratio;
-else if(pos_x[point] < base.x)
+else if(pos_x[point+1] < base.x)
base.x -= velocity * frame_ratio;
-if(pos_y[point] > base.y)
+if(pos_y[point+1] > base.y)
base.y += velocity * frame_ratio;
-else if(pos_y[point] < base.y)
+else if(pos_y[point+1] < base.y)
base.y -= velocity * frame_ratio;
-/*
-float x = pos_x[point+1] - pos_x[point];
-float y = pos_y[point+1] - pos_y[point];
-float vel_x = x*velocity / sqrt(x*x + y*y);
-float vel_y = velocity - vel_x;
+*/
base.x += vel_x * frame_ratio;
base.y += vel_y * frame_ratio;
-*/
}
void
case CO_PLAYER:
// pplayer_c = (Player*) p_c_object;
move = true;
-
+
break;
default:
img_trampoline[i] = sprite_manager->load(sprite_name);
}
- for (int i = 0; i < FLYING_PLATFORM_FRAMES; i++)
- {
- sprintf(sprite_name, "flying_platform-%i", i+1);
- img_flying_platform[i] = sprite_manager->load(sprite_name);
- }
+ img_flying_platform = sprite_manager->load("flying_platform");
}