- fixed level editor crash (a hack)
[supertux.git] / src / gameobjs.cpp
index ffcadcb..76722c7 100644 (file)
@@ -47,7 +47,7 @@ BouncyDistro::action(float elapsed_time)
 }
 
 void
-BouncyDistro::draw(ViewPort& viewport, int )
+BouncyDistro::draw(Camera& viewport, int )
 {
   img_distro[0]->draw(viewport.world2screen(position));
 }
@@ -71,7 +71,7 @@ BrokenBrick::action(float elapsed_time)
 }
 
 void
-BrokenBrick::draw(ViewPort& viewport, int )
+BrokenBrick::draw(Camera& viewport, int )
 {
   SDL_Rect src, dest;
   src.x = rand() % 16;
@@ -110,7 +110,7 @@ BouncyBrick::action(float elapsed_time)
 }
 
 void
-BouncyBrick::draw(ViewPort& viewport, int)
+BouncyBrick::draw(Camera& viewport, int)
 {
   Tile::draw(viewport.world2screen(position + Vector(0, offset)), shape);
 }
@@ -135,7 +135,7 @@ FloatingScore::action(float elapsed_time)
 }
 
 void
-FloatingScore::draw(ViewPort& viewport, int )
+FloatingScore::draw(Camera& viewport, int )
 {
   gold_text->draw(str, viewport.world2screen(position));
 }
@@ -145,24 +145,16 @@ FloatingScore::draw(ViewPort& viewport, int )
 #define TRAMPOLINE_FRAMES 4
 Sprite *img_trampoline[TRAMPOLINE_FRAMES];
 
-void load_object_gfx()
-{
-  char sprite_name[16];
-
-  for (int i = 0; i < TRAMPOLINE_FRAMES; i++)
-  {
-    sprintf(sprite_name, "trampoline-%i", i+1);
-    img_trampoline[i] = sprite_manager->load(sprite_name);
-  }
-}
-
-void
-Trampoline::init(float x, float y)
+Trampoline::Trampoline(DisplayManager& displaymanager, LispReader& reader)
 {
-  base.x = x;
-  base.y = y;
+  displaymanager.add_drawable(this, LAYER_OBJECTS);
+  
+  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;
@@ -170,18 +162,26 @@ Trampoline::init(float x, float y)
 }
 
 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::action(double frame_ratio)
+Trampoline::draw(Camera& viewport, int )
+{
+  img_trampoline[frame]->draw(viewport.world2screen(Vector(base.x, base.y)));
+  frame = 0;
+}
+
+void
+Trampoline::action(float frame_ratio)
 {
   // TODO: Remove if we're too far off the screen
 
@@ -232,6 +232,12 @@ Trampoline::action(double frame_ratio)
 }
 
 void
+Trampoline::collision(const MovingObject&, int)
+{
+  // comes later
+}
+
+void
 Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
 {
   Player* pplayer_c = NULL;
@@ -258,8 +264,10 @@ Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
         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);
       }
@@ -272,4 +280,137 @@ Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
   }
 }
 
+/* Flying Platform */
+
+Sprite *img_flying_platform;
+
+FlyingPlatform::FlyingPlatform(DisplayManager& displaymanager, LispReader& reader)
+{
+  displaymanager.add_drawable(this, LAYER_OBJECTS);
+
+  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;
+}
+
+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(Camera& viewport, int )
+{
+img_flying_platform->draw(viewport.world2screen(Vector(base.x, base.y)));
+}
+
+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;
+    
+  }
+}
+
+void load_object_gfx()
+{
+  char sprite_name[16];
 
+  for (int i = 0; i < TRAMPOLINE_FRAMES; i++)
+  {
+    sprintf(sprite_name, "trampoline-%i", i+1);
+    img_trampoline[i] = sprite_manager->load(sprite_name);
+  }
+
+  img_flying_platform = sprite_manager->load("flying_platform");
+}