// 02111-1307, USA.
#include <algorithm>
#include <iostream>
+#include <math.h>
#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)
+BouncyDistro::BouncyDistro(const Vector& pos)
+ : position(pos)
{
- base.x = x;
- base.y = y;
- base.ym = -2;
+ ym = -2;
}
void
-BouncyDistro::action(double frame_ratio)
+BouncyDistro::action(float elapsed_time)
{
- base.y = base.y + base.ym * frame_ratio;
-
- base.ym += 0.1 * frame_ratio;
+ position.y += ym * elapsed_time;
- if (base.ym >= 0)
- {
- std::vector<BouncyDistro*>::iterator i
- = std::find(World::current()->bouncy_distros.begin(),
- World::current()->bouncy_distros.end(),
- this);
- if (i != World::current()->bouncy_distros.end())
- World::current()->bouncy_distros.erase(i);
- }
+ ym += 0.1 * elapsed_time; // not framerate independent... but who really cares
+ if(ym >= 0)
+ remove_me();
}
void
-BouncyDistro::draw()
+BouncyDistro::draw(DrawingContext& context)
{
- img_distro[0]->draw(base.x - scroll_x,
- base.y - scroll_y);
+ context.draw_surface(img_distro[0], position, LAYER_OBJECTS);
}
-void
-BrokenBrick::init(Tile* tile_, float x, float y, float xm, float ym)
+BrokenBrick::BrokenBrick(Tile* ntile,const Vector& pos, const Vector& nmovement)
+ : tile(ntile), position(pos), movement(nmovement)
{
- tile = tile_;
- base.x = x;
- base.y = y;
- base.xm = xm;
- base.ym = ym;
-
- timer.init(true);
timer.start(200);
}
void
-BrokenBrick::action(double frame_ratio)
+BrokenBrick::action(float elapsed_time)
{
- base.x = base.x + base.xm * frame_ratio;
- base.y = base.y + base.ym * frame_ratio;
+ position += movement * elapsed_time;
if (!timer.check())
- {
- std::vector<BrokenBrick*>::iterator i
- = std::find(World::current()->broken_bricks.begin(),
- World::current()->broken_bricks.end(),
- this);
- if (i != World::current()->broken_bricks.end())
- World::current()->broken_bricks.erase(i);
- }
+ remove_me();
}
void
-BrokenBrick::draw()
+BrokenBrick::draw(DrawingContext& context)
{
- SDL_Rect src, dest;
- src.x = rand() % 16;
- src.y = rand() % 16;
- src.w = 16;
- src.h = 16;
-
- dest.x = (int)(base.x - scroll_x);
- dest.y = (int)(base.y - scroll_y);
- dest.w = 16;
- dest.h = 16;
-
if (tile->images.size() > 0)
- tile->images[0]->draw_part(src.x,src.y,dest.x,dest.y,dest.w,dest.h);
+ context.draw_surface_part(tile->images[0],
+ Vector(rand() % 16, rand() % 16),
+ Vector(16, 16),
+ position, LAYER_OBJECTS + 1);
}
-void
-BouncyBrick::init(float x, float y)
+BouncyBrick::BouncyBrick(const Vector& pos)
+ : position(pos), offset(0), offset_m(-BOUNCY_BRICK_SPEED)
{
- base.x = x;
- base.y = y;
- offset = 0;
- offset_m = -BOUNCY_BRICK_SPEED;
- shape = World::current()->get_level()->gettileid(x, y);
+ shape = World::current()->get_level()->gettileid(pos.x, pos.y);
}
void
-BouncyBrick::action(double frame_ratio)
+BouncyBrick::action(float elapsed_time)
{
- offset = (offset + offset_m * frame_ratio);
+ offset += offset_m * elapsed_time;
/* Go back down? */
if (offset < -BOUNCY_BRICK_MAX_OFFSET)
offset_m = BOUNCY_BRICK_SPEED;
-
/* Stop bouncing? */
if (offset >= 0)
- {
- std::vector<BouncyBrick*>::iterator i
- = std::find(World::current()->bouncy_bricks.begin(),
- World::current()->bouncy_bricks.end(),
- this);
- if (i != World::current()->bouncy_bricks.end())
- World::current()->bouncy_bricks.erase(i);
- }
+ remove_me();
}
void
-BouncyBrick::draw()
+BouncyBrick::draw(DrawingContext& context)
{
- SDL_Rect dest;
-
- if (base.x >= scroll_x - 32 &&
- base.x <= scroll_x + screen->w)
- {
- dest.x = (int)(base.x - scroll_x);
- dest.y = (int)(base.y - scroll_y);
- dest.w = 32;
- dest.h = 32;
-
- Level* plevel = World::current()->get_level();
-
- // FIXME: overdrawing hack to clean the tile from the screen to
- // paint it later at on offseted position
- if(plevel->bkgd_image[0] == '\0')
- {
- fillrect(base.x - scroll_x, base.y - scroll_y,
- 32,32,
- plevel->bkgd_top.red, plevel->bkgd_top.green, plevel->bkgd_top.blue, 0);
-// FIXME: doesn't respect the gradient, futhermore is this necessary at all??
- }
- else
- {
- int s = ((int)scroll_x / 2)%640;
- plevel->img_bkgd->draw_part(dest.x + s, dest.y,
- dest.x, dest.y,dest.w,dest.h);
- }
-
- Tile::draw(base.x - scroll_x,
- base.y - scroll_y + offset,
- shape);
- }
+ TileManager::instance()->
+ draw_tile(context, shape, position + Vector(0, offset), LAYER_TILES+1);
}
-void
-FloatingScore::init(float x, float y, int s)
+FloatingScore::FloatingScore(const Vector& pos, int score)
+ : position(pos)
{
- base.x = x;
- base.y = y - 16;
- timer.init(true);
timer.start(1000);
- value = s;
+ snprintf(str, 10, "%d", score);
+ position.x -= strlen(str) * 8;
}
void
-FloatingScore::action(double frame_ratio)
+FloatingScore::action(float elapsed_time)
{
- base.y = base.y - 2 * frame_ratio;
+ position.y -= 2 * elapsed_time;
if(!timer.check())
- {
- std::vector<FloatingScore*>::iterator i
- = std::find(World::current()->floating_scores.begin(),
- World::current()->floating_scores.end(),
- this);
- if (i != World::current()->floating_scores.end())
- World::current()->floating_scores.erase(i);
- }
+ remove_me();
}
void
-FloatingScore::draw()
+FloatingScore::draw(DrawingContext& context)
{
- char str[10];
- sprintf(str, "%d", value);
- gold_text->draw(str, (int)base.x + 16 - strlen(str) * 8, (int)base.y, 1);
+ context.draw_text(gold_text, str, position, LAYER_OBJECTS);
}
/* Trampoline */
#define TRAMPOLINE_FRAMES 4
Sprite *img_trampoline[TRAMPOLINE_FRAMES];
-void load_object_gfx()
+Trampoline::Trampoline(LispReader& reader)
{
- for (int i = 0; i < TRAMPOLINE_FRAMES; i++)
- {
- char sprite_name[16];
- sprintf(sprite_name, "trampoline-%i", i+1);
- img_trampoline[i] = sprite_manager->load(sprite_name);
- }
+ 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;
+ physic.reset();
}
void
-Trampoline::init(float x, float y)
+Trampoline::write(LispWriter& writer)
{
- base.x = x;
- base.y = y;
+ writer.start_list("trampoline");
- base.width = 32;
- base.height = 32;
+ writer.write_float("x", base.x);
+ writer.write_float("y", base.y);
+ writer.write_float("power", power);
- frame = 0;
+ writer.end_list("trampoline");
}
void
-Trampoline::draw()
+Trampoline::draw(DrawingContext& context)
{
- img_trampoline[frame]->draw((int)base.x, (int)base.y);
-
+ img_trampoline[frame]->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
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)
+Trampoline::action(float frame_ratio)
{
- physic.apply(frame_ratio, base.x, base.y);
+ // TODO: Remove if we're too far off the screen
// Falling
- if (issolid(base.x + base.width/2, base.y + base.height))
+ 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.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;
+ }
- physic.enable_gravity(false);
- physic.set_velocity_y(0.0f);
+ if(collision_object_map(base))
+ {
+ base.x = tux.base.x;
+ base.y = tux.base.y + tux.base.height/1.5 - base.height;
+ }
}
- else
- physic.enable_gravity(true);
+ physic.apply(frame_ratio, base.x, base.y);
+ collision_swept_object_map(&old_base, &base);
}
-// TODO:
-// If HELD
-// - move with tux
-// If jumped on
-// - compress springs (reduce height)
+void
+Trampoline::collision(const MovingObject&, int)
+{
+ // comes later
+}
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
-
int squish_amount = (32 - (int)pplayer_c->base.y % 32);
if (squish_amount < 24)
else
frame = 0;
- if (squish_amount < 24)
- {
- pplayer_c->physic.set_velocity_y(8);
+ 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);
}
break;
}
}
-/* EOF */
+/* Flying Platform */
+
+Sprite *img_flying_platform;
+
+FlyingPlatform::FlyingPlatform(LispReader& reader)
+{
+ 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(DrawingContext& context)
+{
+ img_flying_platform->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
+}
+
+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");
+}