// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy 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.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#include <config.h>
#include "rock.hpp"
-#include "sprite/sprite.hpp"
-#include "sprite/sprite_manager.hpp"
#include "lisp/writer.hpp"
#include "video/drawing_context.hpp"
#include "resources.hpp"
#include "object_factory.hpp"
Rock::Rock(const lisp::Lisp& reader)
+ : MovingSprite(reader, "images/objects/rock/rock.sprite", LAYER_OBJECTS+1, COLGROUP_STATIC)
{
- reader.get("x", bbox.p1.x);
- reader.get("y", bbox.p1.y);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("rock");
grabbed = false;
flags |= FLAG_SOLID | FLAG_PORTABLE;
}
-Rock::~Rock()
-{
- delete sprite;
-}
-
void
Rock::write(lisp::Writer& writer)
{
}
void
-Rock::draw(DrawingContext& context)
-{
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
-}
-
-void
Rock::update(float elapsed_time)
{
if(!grabbed) {
flags |= FLAG_SOLID;
- set_group(COLGROUP_MOVING);
+ set_group(COLGROUP_STATIC);
movement = physic.get_movement(elapsed_time);
} else {
physic.set_velocity(0, 0);
}
grabbed = false;
+ /*
+ printf("%p - V %3.1f %3.1f - P %3.1f %3.1f\n", this,
+ physic.get_velocity().x, physic.get_velocity().y,
+ get_pos().x, get_pos().y);
+ */
+}
+
+void
+Rock::collision_solid(const CollisionHit& )
+{
+ physic.set_velocity(0, 0);
}
HitResponse
-Rock::collision(GameObject& object, const CollisionHit& )
+Rock::collision(GameObject& , const CollisionHit& )
{
if(grabbed) {
- return FORCE_MOVE;
- }
-
- if(object.get_flags() & FLAG_SOLID) {
- physic.set_velocity(0, 0);
- return CONTINUE;
+ return PASSTHROUGH;
}
- return FORCE_MOVE;
+ return SOLID;
}
void