// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
-// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#include <config.h>
#include <algorithm>
#include <iostream>
#include <cmath>
-#include "app/globals.h"
-#include "tile.h"
-#include "tile_manager.h"
-#include "gameloop.h"
-#include "gameobjs.h"
-#include "special/sprite_manager.h"
-#include "resources.h"
-#include "sector.h"
-#include "tilemap.h"
-#include "video/drawing_context.h"
-#include "camera.h"
-
-BouncyCoin::BouncyCoin(const Vector& pos)
- : position(pos)
-{
- timer.start(.3);
- sprite = sprite_manager->create("coin");
- sprite->set_action("still");
+#include "tile.hpp"
+#include "tile_manager.hpp"
+#include "game_session.hpp"
+#include "gameobjs.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "sprite/sprite.hpp"
+#include "resources.hpp"
+#include "sector.hpp"
+#include "tilemap.hpp"
+#include "video/drawing_context.hpp"
+#include "camera.hpp"
+#include "main.hpp"
+#include "random_generator.hpp"
+
+/** this controls the time over which a bouncy coin fades */
+static const float FADE_TIME = .2f;
+/** this is the total life time of a bouncy coin */
+static const float LIFE_TIME = .5f;
+
+BouncyCoin::BouncyCoin(const Vector& pos, bool emerge)
+ : position(pos), emerge_distance(0)
+{
+ timer.start(LIFE_TIME);
+ sprite = sprite_manager->create("images/objects/coin/coin.sprite");
+
+ if(emerge) {
+ emerge_distance = sprite->get_height();
+ }
}
BouncyCoin::~BouncyCoin()
}
void
-BouncyCoin::action(float elapsed_time)
+BouncyCoin::update(float elapsed_time)
{
- position.y += -200 * elapsed_time;
+ float dist = -200 * elapsed_time;
+ position.y += dist;
+ emerge_distance += dist;
if(timer.check())
remove_me();
void
BouncyCoin::draw(DrawingContext& context)
{
- sprite->draw(context, position, LAYER_OBJECTS);
+ float time_left = timer.get_timeleft();
+ bool fading = time_left < FADE_TIME;
+ if(fading) {
+ float alpha = time_left/FADE_TIME;
+ context.push_transform();
+ context.set_alpha(alpha);
+ }
+
+ int layer;
+ if(emerge_distance > 0) {
+ layer = LAYER_OBJECTS - 5;
+ } else {
+ layer = LAYER_OBJECTS + 5;
+ }
+ sprite->draw(context, position, layer);
+
+ if(fading) {
+ context.pop_transform();
+ }
}
//---------------------------------------------------------------------------
const Vector& pos, const Vector& nmovement)
: sprite(new Sprite(*nsprite)), position(pos), movement(nmovement)
{
- timer.start(.2);
+ timer.start(.2f);
}
BrokenBrick::~BrokenBrick()
}
void
-BrokenBrick::action(float elapsed_time)
+BrokenBrick::update(float elapsed_time)
{
position += movement * elapsed_time;
BrokenBrick::draw(DrawingContext& context)
{
sprite->draw_part(context,
- Vector(rand() % 16, rand() % 16), Vector(16, 16),
+ Vector(systemRandom.rand(16), systemRandom.rand(16)), Vector(16, 16),
position, LAYER_OBJECTS + 1);
}
FloatingText::FloatingText(const Vector& pos, const std::string& text_)
: position(pos), text(text_)
{
- timer.start(.1);
+ timer.start(.1f);
position.x -= text.size() * 8;
}
FloatingText::FloatingText(const Vector& pos, int score)
: position(pos)
{
- timer.start(.1);
+ timer.start(.1f);
// turn int into a string
char str[10];
}
void
-FloatingText::action(float elapsed_time)
+FloatingText::update(float elapsed_time)
{
position.y -= 1.4 * elapsed_time;
void
FloatingText::draw(DrawingContext& context)
{
- // make an alpha animation when disapearing
+ // make an alpha animation when disappearing
int alpha;
if(timer.get_timeleft() < FADING_TIME)
alpha = int(timer.get_timeleft() * 255 / FADING_TIME);
context.push_transform();
context.set_alpha(alpha);
- context.draw_text(gold_text, text, position, LEFT_ALLIGN, LAYER_OBJECTS+1);
+ context.draw_text(normal_font, text, position, ALIGN_LEFT, LAYER_OBJECTS+1, FloatingText::text_color);
context.pop_transform();
}
-/* Trampoline */
-
-#if 0
-Sprite *img_trampoline;
-
-Trampoline::Trampoline(LispReader& reader)
-{
- 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();
-}
-
-Trampoline::Trampoline(float x, float y)
-{
- base.x = x;
- base.y = y;
- base.width = 32;
- base.height = 32;
- power = 7.5;
-
- frame = 0;
- mode = M_NORMAL;
- physic.reset();
-}
-
-void
-Trampoline::write(LispWriter& writer)
-{
- writer.start_list("trampoline");
-
- writer.write_float("x", base.x);
- writer.write_float("y", base.y);
- writer.write_float("power", power);
-
- writer.end_list("trampoline");
-}
-
-void
-Trampoline::draw(DrawingContext& context)
-{
- img_trampoline->set_frame(frame);
- img_trampoline->draw(context, base, LAYER_OBJECTS);
- frame = 0;
-}
-
-void
-Trampoline::action(float frame_ratio)
-{
- // TODO: Remove if we're too far off the screen
-
- // Falling
- if (mode != M_HELD)
- {
- 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 = *Sector::current()->player;
- 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;
- }
-
- if(collision_object_map(base))
- {
- base.x = tux.base.x;
- base.y = tux.base.y + tux.base.height/1.5 - base.height;
- }
- }
-
- physic.apply(frame_ratio, base.x, base.y, Sector::current()->gravity);
- collision_swept_object_map(&old_base, &base);
-}
-
-void
-Trampoline::collision(const MovingObject&, int)
-{
- // comes later
-}
-
-void
-Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
-{
- Player* pplayer_c = NULL;
- switch (c_object)
- {
- case CO_PLAYER:
- pplayer_c = (Player*) p_c_object;
-
- if (type == COLLISION_NORMAL)
- {
- // Pick up if HELD (done in Player)
- }
-
- else if (type == COLLISION_SQUISH)
- {
- 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 < 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;
-
- default:
- break;
-
- }
-}
-#endif
-
-/* Flying Platform */
-
-#if 0
-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;
-}
-
-FlyingPlatform::FlyingPlatform(int x, int y)
-{
-base.x = x;
-base.y = y;
-point = 0;
-move = false;
-}
-
-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, base, 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;
-
- }
-}
-#endif
-
Sprite *img_smoke_cloud = 0;
SmokeCloud::SmokeCloud(const Vector& pos)
: position(pos)
{
- timer.start(.3);
+ timer.start(.3f);
+ sprite = sprite_manager->create("images/objects/particles/stomp.sprite");
}
-void
-SmokeCloud::action(float elapsed_time)
+SmokeCloud::~SmokeCloud()
{
- position.y -= 120 * elapsed_time;
-
- if(timer.check())
- remove_me();
-}
-
-void
-SmokeCloud::draw(DrawingContext& context)
-{
- img_smoke_cloud->draw(context, position, LAYER_OBJECTS+1);
-}
-
-Particles::Particles(const Vector& epicenter, int min_angle, int max_angle,
- const Vector& initial_velocity, const Vector& acceleration, int number,
- Color color_, int size_, float life_time, int drawing_layer_)
- : accel(acceleration), color(color_), size(size_), drawing_layer(drawing_layer_)
-{
- if(life_time == 0) {
- live_forever = true;
- } else {
- live_forever = false;
- timer.start(life_time);
- }
-
- // create particles
- for(int p = 0; p < number; p++)
- {
- Particle* particle = new Particle;
- particle->pos = epicenter;
-
- float angle = ((rand() % (max_angle-min_angle))+min_angle)
- * (M_PI / 180); // convert to radius
- particle->vel.x = /*fabs*/(sin(angle)) * initial_velocity.x;
-// if(angle >= M_PI && angle < M_PI*2)
-// particle->vel.x *= -1; // work around to fix signal
- particle->vel.y = /*fabs*/(cos(angle)) * initial_velocity.y;
-// if(angle >= M_PI_2 && angle < 3*M_PI_2)
-// particle->vel.y *= -1;
-
- particles.push_back(particle);
- }
-}
-
-Particles::~Particles()
-{
- // free particles
- for(std::vector<Particle*>::iterator i = particles.begin();
- i < particles.end(); i++)
- delete (*i);
+ delete sprite;
}
void
-Particles::action(float elapsed_time)
+SmokeCloud::update(float elapsed_time)
{
- Vector camera = Sector::current()->camera->get_translation();
-
- // update particles
- for(std::vector<Particle*>::iterator i = particles.begin();
- i != particles.end(); ) {
- (*i)->pos.x += (*i)->vel.x * elapsed_time;
- (*i)->pos.y += (*i)->vel.y * elapsed_time;
-
- (*i)->vel.x += accel.x * elapsed_time;
- (*i)->vel.y += accel.y * elapsed_time;
-
- if((*i)->pos.x < camera.x || (*i)->pos.x > screen->w + camera.x ||
- (*i)->pos.y < camera.y || (*i)->pos.y > screen->h + camera.y) {
- delete (*i);
- i = particles.erase(i);
- } else {
- ++i;
- }
- }
+ position.y -= 120 * elapsed_time;
- if((timer.check() && !live_forever) || particles.size() == 0)
+ if(timer.check())
remove_me();
}
void
-Particles::draw(DrawingContext& context)
-{
- // draw particles
- for(std::vector<Particle*>::iterator i = particles.begin();
- i != particles.end(); i++) {
- context.draw_filled_rect((*i)->pos, Vector(size,size), color,drawing_layer);
- }
-}
-
-void load_object_gfx()
-{
-#if 0
- img_trampoline = sprite_manager->load("trampoline");
- img_trampoline->start_animation(0);
- img_flying_platform = sprite_manager->load("flying_platform");
-#endif
- img_smoke_cloud = sprite_manager->create("stomp");
-}
-
-void free_object_gfx()
+SmokeCloud::draw(DrawingContext& context)
{
- delete img_smoke_cloud;
+ sprite->draw(context, position, LAYER_OBJECTS+1);
}
-