//
// SuperTux - MagicBlock
//
-// Magic Blocks are tile-like game objects that are sensitive to
+// Magic Blocks are tile-like game objects that are sensitive to
// lighting conditions. They are rendered in a color and
// will only be solid as long as light of the same color shines
// on the block.
#include "main.hpp"
namespace {
- const float MIN_INTENSITY = 0.8;
- const float ALPHA_SOLID = 0.7;
- const float ALPHA_NONSOLID = 0.3;
- const float MIN_SOLIDTIME = 1.0;
- const float SWITCH_DELAY = 0.1; /**< seconds to wait for stable conditions until switching solidity */
+ const float MIN_INTENSITY = 0.8f;
+ const float ALPHA_SOLID = 0.7f;
+ const float ALPHA_NONSOLID = 0.3f;
+ const float MIN_SOLIDTIME = 1.0f;
+ const float SWITCH_DELAY = 0.1f; /**< seconds to wait for stable conditions until switching solidity */
}
MagicBlock::MagicBlock(const lisp::Lisp& lisp)
- : MovingSprite(lisp, "images/objects/magicblock/magicblock.sprite"),
+ : MovingSprite(lisp, "images/objects/magicblock/magicblock.sprite"),
is_solid(false), solid_time(0), switch_delay(0), light(1.0f,1.0f,1.0f)
{
set_group(COLGROUP_STATIC);
color.alpha = ALPHA_SOLID;
//set trigger
- trigger_red = (color.red == 1.0f ? MIN_INTENSITY : 0);
- trigger_green = (color.green == 1.0f ? MIN_INTENSITY : 0);
- trigger_blue = (color.blue == 1.0f ? MIN_INTENSITY : 0);
+ if(color.red == 0 && color.green == 0 && color.blue == 0) { //is it black?
+ black = true;
+ trigger_red = MIN_INTENSITY;
+ trigger_green = MIN_INTENSITY;
+ trigger_blue = MIN_INTENSITY;
+ } else {
+ black = false;
+ trigger_red = (color.red == 1.0f ? MIN_INTENSITY : 0);
+ trigger_green = (color.green == 1.0f ? MIN_INTENSITY : 0);
+ trigger_blue = (color.blue == 1.0f ? MIN_INTENSITY : 0);
+ }
center = get_bbox().get_middle();
}
void
MagicBlock::update(float elapsed_time)
{
- //Check if this block is on screen.
- //Don't update if not because there is no light off screen.
+ //Check if center of this block is on screen.
+ //Don't update if not, because there is no light off screen.
float screen_left = Sector::current()->camera->get_translation().x;
float screen_top = Sector::current()->camera->get_translation().y;
float screen_right = screen_left+ SCREEN_WIDTH;
float screen_bottom = screen_top + SCREEN_HEIGHT;
- if((get_bbox().p1.x > screen_right ) || ( get_bbox().p1.y > screen_bottom) ||
- ( get_bbox().p2.x < screen_left) || ( get_bbox().p2.y < screen_top)) {
+ if((center.x > screen_right ) || ( center.y > screen_bottom) ||
+ ( center.x < screen_left) || ( center.y < screen_top)) {
switch_delay = SWITCH_DELAY;
return;
}
- bool lighting_ok = (light.red >= trigger_red && light.green >= trigger_green
+ bool lighting_ok;
+ if(black) {
+ lighting_ok = (light.red >= trigger_red || light.green >= trigger_green
+ || light.blue >= trigger_blue);
+ }else{
+ lighting_ok = (light.red >= trigger_red && light.green >= trigger_green
&& light.blue >= trigger_blue);
+ }
// overrule lighting_ok if switch_delay has not yet passed
if (lighting_ok == is_solid) {
context.draw_filled_rect( get_bbox(), color, layer);
}
+bool
+MagicBlock::collides(GameObject& /*other*/, const CollisionHit& /*hit*/)
+{
+ return is_solid;
+}
+
HitResponse
MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
{
- if(is_solid) {
- return SOLID;
- } else {
- return PASSTHROUGH;
- }
+ return SOLID;
}
IMPLEMENT_FACTORY(MagicBlock, "magicblock");