#include "lisp/writer.hpp"
#include "object_factory.hpp"
#include "audio/sound_manager.hpp"
+#include "tile.hpp"
namespace {
const std::string ROCK_SOUND = "sounds/brick.wav"; //TODO use own sound.
}
+Rock::Rock(const Vector& pos, std::string spritename)
+ : MovingSprite(pos, spritename)
+{
+ sound_manager->preload(ROCK_SOUND);
+ on_ground = false;
+ grabbed = false;
+ set_group(COLGROUP_MOVING_STATIC);
+}
+
Rock::Rock(const lisp::Lisp& reader)
- : MovingSprite(reader, "images/objects/rock/rock.sprite")
+ : MovingSprite(reader, "images/objects/rock/rock.sprite")
{
- sound_manager->preload( ROCK_SOUND );
+ sound_manager->preload(ROCK_SOUND);
on_ground = false;
- flags |= FLAG_SOLID | FLAG_PORTABLE;
+ grabbed = false;
+ set_group(COLGROUP_MOVING_STATIC);
+}
+
+Rock::Rock(const lisp::Lisp& reader, std::string spritename)
+ : MovingSprite(reader, spritename)
+{
+ sound_manager->preload(ROCK_SOUND);
+ on_ground = false;
+ grabbed = false;
+ set_group(COLGROUP_MOVING_STATIC);
}
void
void
Rock::update(float elapsed_time)
{
- if( !on_ground ) {
- movement = physic.get_movement(elapsed_time);
- }
+ if( grabbed )
+ return;
+
+ if (on_ground) physic.set_velocity_x(0);
+
+ movement = physic.get_movement(elapsed_time);
}
void
Rock::collision_solid(const CollisionHit& hit)
{
- physic.set_velocity(0, 0);
- if( hit.bottom && !on_ground ){
- sound_manager->play( ROCK_SOUND, get_pos() );
- on_ground = true;
+ if(grabbed) {
+ return;
+ }
+ if(hit.top || hit.bottom)
+ physic.set_velocity_y(0);
+ if(hit.left || hit.right)
+ physic.set_velocity_x(0);
+ if(hit.crush)
+ physic.set_velocity(0, 0);
+
+ if(hit.bottom && !on_ground && !grabbed) {
+ sound_manager->play(ROCK_SOUND, get_pos());
+ on_ground = true;
}
}
HitResponse
Rock::collision(GameObject& other, const CollisionHit& hit)
{
- if( !on_ground ){
- return FORCE_MOVE;
+ if(grabbed) {
+ return PASSTHROUGH;
}
-
- //Fake being solid for moving_object.
- MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
- if( moving_object ){
- if( hit.top ){
- float inside = moving_object->get_bbox().get_bottom() - get_bbox().get_top();
- if( inside > 0 ){
- Vector pos = moving_object->get_pos();
- pos.y -= inside;
- moving_object->set_pos( pos );
- }
+ if(!on_ground) {
+ if(hit.bottom && physic.get_velocity_y() > 200) {
+ MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
+ if(moving_object) {
+ //Getting a rock on the head hurts. A lot.
+ moving_object->collision_tile(Tile::HURTS);
}
- CollisionHit hit_other = hit;
- std::swap(hit_other.left, hit_other.right);
- std::swap(hit_other.top, hit_other.bottom);
- moving_object->collision_solid( hit_other );
+ }
+ return FORCE_MOVE;
}
+
return FORCE_MOVE;
}
Rock::grab(MovingObject& , const Vector& pos, Direction)
{
movement = pos - get_pos();
- set_group( COLGROUP_DISABLED );
- on_ground = true;
-
+ last_movement = movement;
+ set_group(COLGROUP_TOUCHABLE);
+ on_ground = false;
+ grabbed = true;
}
void
-Rock::ungrab(MovingObject& , Direction ){
- set_group( COLGROUP_MOVING );
+Rock::ungrab(MovingObject& , Direction dir)
+{
+ set_group(COLGROUP_MOVING_STATIC);
on_ground = false;
- physic.set_velocity(0, 0);
+ if(dir == UP) {
+ physic.set_velocity(0, -500);
+ } else if (last_movement.norm() > 1) {
+ physic.set_velocity((dir == RIGHT) ? 200 : -200, -200);
+ } else {
+ physic.set_velocity(0, 0);
+ }
+ grabbed = false;
}
IMPLEMENT_FACTORY(Rock, "rock");
-