#include "rock.hpp"
#include "lisp/writer.hpp"
-#include "video/drawing_context.hpp"
-#include "resources.hpp"
#include "object_factory.hpp"
+#include "audio/sound_manager.hpp"
+
+namespace {
+ const std::string ROCK_SOUND = "sounds/brick.wav"; //TODO use own sound.
+}
Rock::Rock(const lisp::Lisp& reader)
- : MovingSprite(reader, "images/objects/rock/rock.sprite", LAYER_OBJECTS+1, COLGROUP_MOVING)
+ : MovingSprite(reader, "images/objects/rock/rock.sprite")
{
+ sound_manager->preload( ROCK_SOUND );
+ on_ground = false;
grabbed = false;
flags |= FLAG_SOLID | FLAG_PORTABLE;
}
void
Rock::update(float elapsed_time)
{
- if(!grabbed) {
- flags |= FLAG_SOLID;
- set_group(COLGROUP_MOVING);
- movement = physic.get_movement(elapsed_time);
- } else {
+ if( grabbed )
+ return;
+
+ movement = physic.get_movement(elapsed_time);
+}
+
+void
+Rock::collision_solid(const CollisionHit& hit)
+{
+ 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);
- flags &= ~FLAG_SOLID;
- set_group(COLGROUP_DISABLED);
+
+ if( hit.bottom && !on_ground ){
+ sound_manager->play( ROCK_SOUND, get_pos() );
+ on_ground = true;
}
-
- 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);
- */
}
HitResponse
-Rock::collision(GameObject& object, const CollisionHit& )
+Rock::collision(GameObject& other, const CollisionHit& hit)
{
- if(grabbed) {
- return FORCE_MOVE;
+ if( !on_ground ){
+ return FORCE_MOVE;
}
- if(object.get_flags() & FLAG_SOLID) {
- physic.set_velocity(0, 0);
- return CONTINUE;
+ //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 );
+ }
+ }
+ 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;
}
Rock::grab(MovingObject& , const Vector& pos, Direction)
{
movement = pos - get_pos();
+ set_group( COLGROUP_DISABLED );
+ on_ground = true;
grabbed = true;
+
}
-IMPLEMENT_FACTORY(Rock, "rock");
+void
+Rock::ungrab(MovingObject& , Direction ){
+ set_group( COLGROUP_MOVING );
+ on_ground = false;
+ physic.set_velocity(0, 0);
+ grabbed = false;
+}
+IMPLEMENT_FACTORY(Rock, "rock");