//
// 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
#include "player.hpp"
#include "audio/sound_manager.hpp"
#include "sprite/sprite_manager.hpp"
+#include "badguy/walking_badguy.hpp"
-/* Trampoline will accelerate player by VY_FACTOR (or to VY_INITIAL if
- * that's faster) if he jumps on it. Acceleration is capped at VY_MIN. */
-namespace{
- static const std::string TRAMPOLINE_SOUND = "sounds/trampoline.wav";
- static const float VY_MIN = -1000; //negative, upwards
- static const float VY_FACTOR = -1.5;
- static const float VY_INITIAL = -500;
+/* 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;
}
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 );
- flags |= FLAG_PORTABLE;
- physic.set_velocity_y(0);
- physic.enable_gravity(true);
- on_ground = false;
- sprite->set_animation_loops( 0 );
+ sound_manager->preload(TRAMPOLINE_SOUND);
- //Check if we need another sprite
- if( !lisp.get( "sprite", sprite_name ) ){
- return;
- }
- if( sprite_name == "" ){
- sprite_name = "images/objects/trampoline/trampoline.sprite";
- return;
+ 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");
+ }
}
- //Replace sprite
- sprite = sprite_manager->create( sprite_name );
- sprite->set_animation_loops( 0 );
}
void
-Trampoline::update( float elapsed_time ){
- if( !on_ground ){
- movement = physic.get_movement(elapsed_time);
- }
+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)
{
- Player* player = dynamic_cast<Player*> (&other);
- if ( player ) {
- float vy = player->physic.get_velocity_y();
- //player is falling down on trampolin holding "jump"
- if( hit.top && vy > 0 && player->get_controller()->hold( Controller::JUMP )){
- vy *= VY_FACTOR;
- if( vy < VY_MIN ){
- vy = VY_MIN;
+
+ //Tramponine has to be on ground to work.
+ 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;
}
- if( vy > VY_INITIAL ){
- vy = VY_INITIAL;
+ }
+ 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 );
- //printf("nachher velocity y = %f\n", player->physic.get_velocity_y());
- sound_manager->play( TRAMPOLINE_SOUND );
- sprite->set_animation_loops( -1 ); //TODO: 2 is not working
- return SOLID;
}
}
-
- return SOLID; //TODO: Nobody should be able to walk through the trampoline.
+
+ return Rock::collision(other, hit);
}
-void
-Trampoline::collision_solid( const CollisionHit& hit ){
- if( hit.bottom ){
- on_ground = true;
- }
-}
+void
+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_y(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");