Changed jump behaviour: Tux will now jump even if the button was pressed (up to)...
[supertux.git] / src / object / growup.cpp
index 1d256db..d422c2a 100644 (file)
 #include "audio/sound_manager.hpp"
 
 GrowUp::GrowUp(Direction direction)
-       : MovingSprite(Vector(0,0), "images/powerups/egg/egg.sprite", LAYER_OBJECTS, COLGROUP_MOVING)
+        : MovingSprite(Vector(0,0), "images/powerups/egg/egg.sprite", LAYER_OBJECTS, COLGROUP_MOVING)
 {
   physic.enable_gravity(true);
   physic.set_velocity_x((direction == LEFT)?-100:100);
-  sound_manager->preload("sounds/grow.wav");
+  sound_manager->preload("sounds/grow.ogg");
 }
 
 void
@@ -44,21 +44,26 @@ GrowUp::update(float elapsed_time)
 void
 GrowUp::collision_solid(const CollisionHit& hit)
 {
-  if(hit.top || hit.bottom)
+  if(hit.top)
+    physic.set_velocity_y(0);
+  if(hit.bottom && physic.get_velocity_y() > 0)
     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& )
+GrowUp::collision(GameObject& other, const CollisionHit& hit )
 {
   Player* player = dynamic_cast<Player*>(&other);
   if(player != 0) {
-    if(!player->add_bonus(GROWUP_BONUS, true))
-      return FORCE_MOVE;
+    if(!player->add_bonus(GROWUP_BONUS, true)){
+      // Tux can't grow right now.
+      collision_solid( hit );
+      return ABORT_MOVE;
+    }
 
-    sound_manager->play("sounds/grow.wav");
+    sound_manager->play("sounds/grow.ogg");
     remove_me();
 
     return ABORT_MOVE;
@@ -66,3 +71,9 @@ GrowUp::collision(GameObject& other, const CollisionHit& )
 
   return FORCE_MOVE;
 }
+
+void
+GrowUp::do_jump()
+{
+    physic.set_velocity_y(-300);
+}