//
// 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 to to VY_INITIAL, if
+/* 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";
}
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(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 ){
- flags ^= FLAG_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");
}
}
}
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;
- }
-}
+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(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");