SDL: Implement lightmaps smaller than the screen size. LIGHTMAP_DIV is calculated...
[supertux.git] / src / object / growup.cpp
index 3b413e4..1d256db 100644 (file)
 #include "sector.hpp"
 #include "player.hpp"
 #include "audio/sound_manager.hpp"
-#include "sprite/sprite_manager.hpp"
 
-GrowUp::GrowUp()
+GrowUp::GrowUp(Direction direction)
+       : MovingSprite(Vector(0,0), "images/powerups/egg/egg.sprite", LAYER_OBJECTS, COLGROUP_MOVING)
 {
-  bbox.set_size(32, 32);
-  
-  sprite = sprite_manager->create("images/powerups/egg/egg.sprite");
   physic.enable_gravity(true);
-  physic.set_velocity_x(100);
-  set_group(COLGROUP_MOVING);
+  physic.set_velocity_x((direction == LEFT)?-100:100);
+  sound_manager->preload("sounds/grow.wav");
 }
 
-GrowUp::~GrowUp()
+void
+GrowUp::update(float elapsed_time)
 {
-  delete sprite;
+  movement = physic.get_movement(elapsed_time);
 }
 
 void
-GrowUp::update(float elapsed_time)
+GrowUp::collision_solid(const CollisionHit& hit)
 {
-  movement = physic.get_movement(elapsed_time);
+  if(hit.top || hit.bottom)
+    physic.set_velocity_y(0);
+  if(hit.left || hit.right)
+    physic.set_velocity_x(-physic.get_velocity_x());
 }
 
 HitResponse
-GrowUp::collision(GameObject& other, const CollisionHit& hit)
+GrowUp::collision(GameObject& other, const CollisionHit& )
 {
-  if(other.get_flags() & FLAG_SOLID) {
-    if(fabsf(hit.normal.y) > .5) { // roof or ground
-      physic.set_velocity_y(0);
-    } else { // bumped left or right
-      physic.set_velocity_x(-physic.get_velocity_x());
-    }
-
-    return CONTINUE;
-  }
-  
   Player* player = dynamic_cast<Player*>(&other);
   if(player != 0) {
-    player->set_bonus(GROWUP_BONUS, true);
+    if(!player->add_bonus(GROWUP_BONUS, true))
+      return FORCE_MOVE;
+
     sound_manager->play("sounds/grow.wav");
     remove_me();
-    
+
     return ABORT_MOVE;
   }
 
   return FORCE_MOVE;
 }
-
-void
-GrowUp::draw(DrawingContext& context)
-{
-  sprite->draw(context, get_pos(), LAYER_OBJECTS);
-}
-