* Add Airship (regular above-ground theme) and Battle (castle/boss theme) music court...
[supertux.git] / src / object / trampoline.cpp
index 7376875..1f303f8 100644 (file)
@@ -24,6 +24,9 @@
 #include "player.hpp"
 #include "audio/sound_manager.hpp"
 #include "sprite/sprite_manager.hpp"
+#include "sprite/sprite.hpp"
+#include "badguy/walking_badguy.hpp"
+#include "control/controller.hpp"
 
 /* Trampoline will accelerate player to to VY_INITIAL, if
  * he jumps on it to VY_MIN. */
@@ -34,99 +37,93 @@ namespace {
 }
 
 Trampoline::Trampoline(const lisp::Lisp& lisp)
-       : MovingSprite(lisp, "images/objects/trampoline/trampoline.sprite" )
+        : Rock(lisp, "images/objects/trampoline/trampoline.sprite")
 {
-  sound_manager->preload( TRAMPOLINE_SOUND );
-  physic.set_velocity(0, 0);
-  physic.enable_gravity(true);
-  on_ground = false;
+  sound_manager->preload(TRAMPOLINE_SOUND);
 
-  bool portable = true;
+  portable = true;
   //Check if this trampoline is not portable
-  if( lisp.get( "portable", portable ) ){
-    if( !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 = sprite_manager->create(sprite_name);
         sprite->set_action("normal");
     }
   }
-  set_portable(portable);
 }
 
 void
-Trampoline::update( float elapsed_time ){
-    if( !on_ground ){
-        movement = physic.get_movement(elapsed_time);
-    }
-    if(sprite->animation_done()) {
-      sprite->set_action("normal");
-    }
+Trampoline::update(float elapsed_time)
+{
+  if(sprite->animation_done()) {
+    sprite->set_action("normal");
+  }
+
+  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 {
-        vy = VY_INITIAL;
+  if(on_ground) {
+    Player* player = dynamic_cast<Player*> (&other);
+    //Trampoline works for player
+    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 {
+          vy = VY_INITIAL;
+        }
+        player->physic.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;
     }
-  }
-  //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 );
-        }
+    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;
       }
-      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 Rock::collision(other, hit);
 }
 
 void
-Trampoline::collision_solid( const CollisionHit& hit ){
-  if( hit.bottom ){
-     on_ground = true;
-  }
+Trampoline::collision_solid(const CollisionHit& hit) {
+  Rock::collision_solid(hit);
 }
 
 void
-Trampoline::grab( MovingObject&, const Vector& pos, Direction ){
-  movement = pos - get_pos();
-  set_group( COLGROUP_DISABLED );
-  on_ground = true;
-  sprite->set_animation_loops( 0 );
+Trampoline::grab(MovingObject& object, const Vector& pos, Direction dir) {
+  sprite->set_animation_loops(0);
+  Rock::grab(object, pos, dir);
 }
 
 void
-Trampoline::ungrab(MovingObject& , Direction ){
-  set_group( COLGROUP_MOVING );
-  on_ground = false;
-  physic.set_velocity(0, 0);
+Trampoline::ungrab(MovingObject& object, Direction dir) {
+  Rock::ungrab(object, dir);
 }
 
+bool
+Trampoline::is_portable() const
+{
+  return Rock::is_portable() && portable;
+}
 
 IMPLEMENT_FACTORY(Trampoline, "trampoline");