#include "scripting/squirrel_util.hpp"
Platform::Platform(const lisp::Lisp& reader)
- : MovingSprite(reader, Vector(0,0), LAYER_OBJECTS, COLGROUP_STATIC), name(""), speed(Vector(0,0))
+ : MovingSprite(reader, Vector(0,0), LAYER_OBJECTS, COLGROUP_STATIC), speed(Vector(0,0))
{
bool running = true;
reader.get("name", name);
path->read(*pathLisp);
walker.reset(new PathWalker(path.get(), running));
bbox.set_pos(path->get_base());
-
- flags |= FLAG_SOLID;
}
Platform::Platform(const Platform& other)
- : MovingSprite(other), ScriptInterface(other), name(other.name), speed(other.speed)
+ : MovingSprite(other), ScriptInterface(other), speed(other.speed)
{
+ name = other.name;
path.reset(new Path(*other.path));
walker.reset(new PathWalker(*other.walker));
walker->path = &*path;
}
-//TODO: Squish Tux when standing between platform and solid tile/object
-// Improve collision handling
-// Move all MovingObjects lying on the platform instead of only the player
HitResponse
-Platform::collision(GameObject& other, const CollisionHit& hit)
+Platform::collision(GameObject& , const CollisionHit& )
{
- if (typeid(other) == typeid(Player)) {
- if (hit.normal.y >= 0.9) {
- //Tux is standing on the platform
- //Player* player = (Player*) &other;
- //player->add_velocity(speed * 1.5);
- return PASS_MOVEMENT;
- }
- }
- if(other.get_flags() & FLAG_SOLID) {
- //Collision with a solid tile
- return ABORT_MOVE;
- }
return FORCE_MOVE;
}
void
Platform::update(float elapsed_time)
{
- movement = walker->advance(elapsed_time);
+ movement = walker->advance(elapsed_time) - get_pos();
speed = movement / elapsed_time;
}
void
Platform::expose(HSQUIRRELVM vm, SQInteger table_idx)
{
- if (name == "") return;
+ if (name.empty()) return;
Scripting::Platform* interface = new Scripting::Platform(this);
expose_object(vm, table_idx, interface, name, true);
}
void
Platform::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
{
- if (name == "") return;
+ if (name.empty()) return;
Scripting::unexpose_object(vm, table_idx, name);
}