// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2005 Marek Moeckel <wansti@gmx.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms 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.
-
#include <config.h>
-#include "platform.h"
-#include "video/drawing_context.h"
-#include "resources.h"
-#include "player.h"
-#include "sprite/sprite_manager.h"
-#include "lisp/lisp.h"
-#include "lisp/writer.h"
-#include "object_factory.h"
+#include "platform.hpp"
+
+#include <iostream>
+#include "video/drawing_context.hpp"
+#include "resources.hpp"
+#include "player.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "lisp/lisp.hpp"
+#include "object_factory.hpp"
Platform::Platform(const lisp::Lisp& reader)
{
- sprite = sprite_manager->create("flying_platform");
- movement = Vector(0, 1);
+ std::string use_path;
+ std::string type;
+
reader.get("x", bbox.p1.x);
reader.get("y", bbox.p1.y);
+ reader.get("type", type);
+ reader.get("use_path", use_path);
+ sprite = sprite_manager->create("platform");
+ sprite->set_action(type);
bbox.set_size(sprite->get_width(), sprite->get_height());
flags |= FLAG_SOLID;
- state = 0;
+ path = Path::GetByName(use_path);
+ if (path == NULL) {
+ std::cerr << "Warning: Path for moving platform not found! Make sure that the name is spelled correctly,\nand that the path is initialized before the platform in the level file!\n";
+ }
+
+ path_offset = bbox.p1 - path->GetStart();
}
Platform::~Platform()
delete sprite;
}
+//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& , const CollisionHit& )
+Platform::collision(GameObject& other, const CollisionHit& hit)
{
-#if 0
- if(typeid(object) == typeid(Player)) {
- Player* player = (Player*) &object;
- //player->movement += movement;
+ if (typeid(other) == typeid(Player)) {
+ Player* player = (Player*) &other;
+ if ((hit.normal.x == 0) && (hit.normal.y == 1)) {
+ //Tux is standing on the platform
+ player->movement += path->GetLastMovement();
+ }
+ }
+ if(other.get_flags() & FLAG_SOLID) {
+ //Collision with a solid tile
+ //does nothing, because the movement vector isn't used at the moment
+ return ABORT_MOVE;
}
-#endif
return FORCE_MOVE;
}
void
-Platform::action(float )
+Platform::update(float )
{
- // just some test code...
- if(state == 0) {
- movement = Vector(0, 1);
- if(bbox.p1.y > 250)
- state = 1;
- }
- if(state == 1) {
- movement = Vector(0, -1);
- if(bbox.p1.y < 50)
- state = 2;
- }
- if(state == 2) {
- movement = Vector(1, 0);
- if(bbox.p1.x > 800)
- state = 3;
- }
- if(state == 3) {
- movement = Vector(-1, 0);
- if(bbox.p1.x < 400)
- state = 4;
- }
- if(state == 4) {
- movement = Vector(-1, 1);
- if(bbox.p1.x < 0)
- state = 0;
- }
+ set_pos(path->GetPosition() + path_offset);
}
void
sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
-IMPLEMENT_FACTORY(Platform, "flying_platform");
+IMPLEMENT_FACTORY(Platform, "platform");