-// $Id: unstable_tile.cpp 2642 2005-06-26 13:38:53Z matzebraun $
-//
+// $Id$
+//
// 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 "skull_tile.hpp"
#include "player.hpp"
#include "sector.hpp"
#include "resources.hpp"
-#include "sprite/sprite_manager.hpp"
#include "sprite/sprite.hpp"
+#include "random_generator.hpp"
-static const float CRACKTIME = 0.3;
-static const float FALLTIME = 0.8;
+static const float CRACKTIME = 0.3f;
+static const float FALLTIME = 0.8f;
SkullTile::SkullTile(const lisp::Lisp& lisp)
- : hit(false), falling(false)
+ : MovingSprite(lisp, "images/objects/skull_tile/skull_tile.sprite", LAYER_TILES, COLGROUP_STATIC), hit(false), falling(false)
{
- lisp.get("x", bbox.p1.x);
- lisp.get("y", bbox.p1.y);
- bbox.set_size(32, 32);
- sprite = sprite_manager->create("skull_tile");
- flags |= FLAG_SOLID;
-
- set_group(COLGROUP_STATIC);
-}
-
-SkullTile::~SkullTile()
-{
- delete sprite;
}
HitResponse
-SkullTile::collision(GameObject& other, const CollisionHit& hitdata)
+SkullTile::collision(GameObject& other, const CollisionHit& )
{
- if(hitdata.normal.y < 0.8)
- return FORCE_MOVE;
-
Player* player = dynamic_cast<Player*> (&other);
if(player)
hit = true;
Vector pos = get_pos();
// shacking
if(timer.get_timegone() > CRACKTIME) {
- pos.x += (rand() % 6) - 3;
- }
+ pos.x += systemRandom.rand(-3, 3);
+ }
- sprite->draw(context, pos, LAYER_TILES);
+ sprite->draw(context, pos, layer);
}
void
} else if(hit) {
if(timer.check()) {
falling = true;
- physic.enable_gravity(true);
- flags &= ~FLAG_SOLID;
+ physic.enable_gravity(true);
timer.stop();
} else if(!timer.started()) {
timer.start(FALLTIME);