-// $Id$
-//
// SuperTux - Trampoline
// Copyright (C) 2006 Wolfgang Becker <uafr@gmx.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// 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.
-
-#include <config.h>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include "trampoline.hpp"
-#include "object_factory.hpp"
-#include "player.hpp"
#include "audio/sound_manager.hpp"
+#include "badguy/walking_badguy.hpp"
+#include "control/controller.hpp"
+#include "object/player.hpp"
+#include "object/trampoline.hpp"
+#include "sprite/sprite.hpp"
#include "sprite/sprite_manager.hpp"
+#include "supertux/object_factory.hpp"
+#include "util/reader.hpp"
/* Trampoline will accelerate player to to VY_INITIAL, if
* he jumps on it to VY_MIN. */
namespace {
- const std::string TRAMPOLINE_SOUND = "sounds/trampoline.wav";
- const float VY_MIN = -900; //negative, upwards
- const float VY_INITIAL = -500;
+const std::string TRAMPOLINE_SOUND = "sounds/trampoline.wav";
+const float VY_MIN = -900; //negative, upwards
+const float VY_INITIAL = -500;
}
-Trampoline::Trampoline(const lisp::Lisp& lisp)
- : MovingSprite(lisp, "images/objects/trampoline/trampoline.sprite" )
+Trampoline::Trampoline(const Reader& lisp) :
+ Rock(lisp, "images/objects/trampoline/trampoline.sprite"),
+ portable(true)
{
- set_group(COLGROUP_MOVING_STATIC);
sound_manager->preload(TRAMPOLINE_SOUND);
- physic.set_velocity(0, 0);
- physic.enable_gravity(true);
- on_ground = false;
- grabbed = false;
- portable = true;
+
//Check if this trampoline is not portable
if(lisp.get("portable", portable)) {
if(!portable) {
- //we need another sprite
- sprite_name = "images/objects/trampoline/trampoline_fix.sprite";
- sprite = sprite_manager->create(sprite_name);
- sprite->set_action("normal");
+ //we need another sprite
+ sprite_name = "images/objects/trampoline/trampoline_fix.sprite";
+ sprite = sprite_manager->create(sprite_name);
+ sprite->set_action("normal");
}
}
}
+Trampoline::Trampoline(const Vector& pos, bool port) :
+ Rock(pos, "images/objects/trampoline/trampoline.sprite"),
+ portable(port)
+{
+ sound_manager->preload(TRAMPOLINE_SOUND);
+ if(!port) {
+ sprite_name = "images/objects/trampoline/trampoline_fix.sprite";
+ sprite = sprite_manager->create(sprite_name);
+ sprite->set_action("normal");
+ }
+}
+
void
Trampoline::update(float elapsed_time)
{
if(sprite->animation_done()) {
sprite->set_action("normal");
}
- if(!grabbed) {
- movement = physic.get_movement(elapsed_time);
- }
+
+ Rock::update(elapsed_time);
}
HitResponse
-Trampoline::collision(GameObject& other, const CollisionHit& hit )
+Trampoline::collision(GameObject& other, const CollisionHit& hit)
{
+
//Tramponine has to be on ground to work.
- if(!on_ground) {
- return FORCE_MOVE;
- }
- Player* player = dynamic_cast<Player*> (&other);
- if(player) {
- float vy = player->physic.get_velocity_y();
- //player is falling down on trampoline
- if(hit.top && vy >= 0) {
- if(player->get_controller()->hold(Controller::JUMP)) {
- vy = VY_MIN;
- } else {
+ if(on_ground) {
+ Player* player = dynamic_cast<Player*> (&other);
+ //Trampoline works for player
+ if(player) {
+ float vy = player->get_physic().get_velocity_y();
+ //player is falling down on trampoline
+ if(hit.top && vy >= 0) {
+ if(player->get_controller()->hold(Controller::JUMP)) {
+ vy = VY_MIN;
+ } else {
+ vy = VY_INITIAL;
+ }
+ player->get_physic().set_velocity_y(vy);
+ sound_manager->play(TRAMPOLINE_SOUND);
+ sprite->set_action("swinging", 1);
+ return FORCE_MOVE;
+ }
+ }
+ WalkingBadguy* walking_badguy = dynamic_cast<WalkingBadguy*> (&other);
+ //Trampoline also works for WalkingBadguy
+ if(walking_badguy) {
+ float vy = walking_badguy->get_velocity_y();
+ //walking_badguy is falling down on trampoline
+ if(hit.top && vy >= 0) {
vy = VY_INITIAL;
+ walking_badguy->set_velocity_y(vy);
+ sound_manager->play(TRAMPOLINE_SOUND);
+ sprite->set_action("swinging", 1);
+ return FORCE_MOVE;
}
- player->physic.set_velocity_y(vy);
- sound_manager->play(TRAMPOLINE_SOUND);
- sprite->set_action("swinging", 1);
- return FORCE_MOVE;
}
}
- return FORCE_MOVE;
+
+ return Rock::collision(other, hit);
}
void
Trampoline::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);
-
- if(hit.bottom && !on_ground) {
- on_ground = true;
- }
+ Rock::collision_solid(hit);
}
void
-Trampoline::grab(MovingObject&, const Vector& pos, Direction) {
- movement = pos - get_pos();
- set_group(COLGROUP_DISABLED);
+Trampoline::grab(MovingObject& object, const Vector& pos, Direction dir) {
sprite->set_animation_loops(0);
- on_ground = false;
- grabbed = true;
+ Rock::grab(object, pos, dir);
}
void
-Trampoline::ungrab(MovingObject& , Direction ) {
- set_group(COLGROUP_MOVING_STATIC);
- on_ground = false;
- physic.set_velocity(0, 0);
- grabbed = false;
+Trampoline::ungrab(MovingObject& object, Direction dir) {
+ Rock::ungrab(object, dir);
}
bool
Trampoline::is_portable() const
{
- return portable;
+ return Rock::is_portable() && portable;
}
-IMPLEMENT_FACTORY(Trampoline, "trampoline");
+/* EOF */