}
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));
}
#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;
}
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
}
void
+Trampoline::collision(const MovingObject&, int)
+{
+ // comes later
+}
+
+void
Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
{
Player* pplayer_c = NULL;
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 */
+
+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");
+}