X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgameobjs.cpp;h=9075f2c730301ac7e44aa246ebc90d7ca8ea0c8f;hb=3369ed08e4b7126af560dc5f9c3442fc76b43ab4;hp=228814fa1d8d0dd393aa20ca6145452f0ca4367d;hpb=2398b134147461d9b4e096f1c15dbf889c0f2d41;p=supertux.git diff --git a/src/gameobjs.cpp b/src/gameobjs.cpp index 228814fa1..9075f2c73 100644 --- a/src/gameobjs.cpp +++ b/src/gameobjs.cpp @@ -1,7 +1,8 @@ // $Id$ // // SuperTux -// Copyright (C) 2004 SuperTux Development Team, see AUTHORS for details +// Copyright (C) 2000 Bill Kendrick +// Copyright (C) 2004 Tobias Glaesser // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -15,171 +16,384 @@ // // 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 "world.h" +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. +#include +#include +#include #include "tile.h" #include "gameloop.h" #include "gameobjs.h" +#include "sprite_manager.h" +#include "resources.h" +#include "sector.h" +#include "tilemap.h" + +BouncyDistro::BouncyDistro(const Vector& pos) + : position(pos) +{ + ym = -2; +} void -BouncyDistro::init(float x, float y) +BouncyDistro::action(float elapsed_time) { - base.x = x; - base.y = y; - base.ym = -2; + position.y += ym * elapsed_time; + + ym += 0.1 * elapsed_time; // not framerate independent... but who really cares + if(ym >= 0) + remove_me(); } void -BouncyDistro::action(double frame_ratio) +BouncyDistro::draw(DrawingContext& context) { - base.y = base.y + base.ym * frame_ratio; + context.draw_surface(img_distro[0], position, LAYER_OBJECTS); +} - base.ym += 0.1 * frame_ratio; - if (base.ym >= 0) - World::current()->bouncy_distros.erase(static_cast::iterator>(this)); +BrokenBrick::BrokenBrick(Tile* ntile,const Vector& pos, const Vector& nmovement) + : tile(ntile), position(pos), movement(nmovement) +{ + timer.start(200); } void -BouncyDistro::draw() +BrokenBrick::action(float elapsed_time) { - texture_draw(&img_distro[0], - base.x - scroll_x, - base.y); + position += movement * elapsed_time; + + if (!timer.check()) + remove_me(); } +void +BrokenBrick::draw(DrawingContext& context) +{ + if (tile->images.size() > 0) + context.draw_surface_part(tile->images[0], + Vector(rand() % 16, rand() % 16), + Vector(16, 16), + position, LAYER_OBJECTS + 1); +} + +BouncyBrick::BouncyBrick(const Vector& pos) + : position(pos), offset(0), offset_m(-BOUNCY_BRICK_SPEED) +{ + shape = Sector::current()->solids->get_tile_id_at(pos); +} void -BrokenBrick::init(Tile* tile_, float x, float y, float xm, float ym) +BouncyBrick::action(float elapsed_time) { - tile = tile_; - base.x = x; - base.y = y; - base.xm = xm; - base.ym = ym; + offset += offset_m * elapsed_time; + + /* Go back down? */ + if (offset < -BOUNCY_BRICK_MAX_OFFSET) + offset_m = BOUNCY_BRICK_SPEED; - timer_init(&timer, true); - timer_start(&timer,200); + /* Stop bouncing? */ + if (offset >= 0) + remove_me(); } void -BrokenBrick::action(double frame_ratio) +BouncyBrick::draw(DrawingContext& context) { - base.x = base.x + base.xm * frame_ratio; - base.y = base.y + base.ym * frame_ratio; + TileManager::instance()-> + draw_tile(context, shape, position + Vector(0, offset), LAYER_TILES+1); +} - if (!timer_check(&timer)) - World::current()->broken_bricks.erase(static_cast::iterator>(this)); +FloatingScore::FloatingScore(const Vector& pos, int score) + : position(pos) +{ + timer.start(1000); + snprintf(str, 10, "%d", score); + position.x -= strlen(str) * 8; } void -BrokenBrick::draw() +FloatingScore::action(float elapsed_time) { - SDL_Rect src, dest; - src.x = rand() % 16; - src.y = rand() % 16; - src.w = 16; - src.h = 16; + position.y -= 2 * elapsed_time; - dest.x = (int)(base.x - scroll_x); - dest.y = (int)base.y; - dest.w = 16; - dest.h = 16; - - if (tile->images.size() > 0) - texture_draw_part(&tile->images[0], - src.x,src.y,dest.x,dest.y,dest.w,dest.h); + if(!timer.check()) + remove_me(); } void -BouncyBrick::init(float x, float y) +FloatingScore::draw(DrawingContext& context) +{ + context.draw_text(gold_text, str, position, LAYER_OBJECTS); +} + +/* Trampoline */ + +#define TRAMPOLINE_FRAMES 4 +Sprite *img_trampoline[TRAMPOLINE_FRAMES]; + +Trampoline::Trampoline(LispReader& reader) { - base.x = x; - base.y = y; - offset = 0; - offset_m = -BOUNCY_BRICK_SPEED; - shape = World::current()->get_level()->gettileid(x, y); + reader.read_float("x", base.x); + reader.read_float("y", base.y); + base.width = 32; + base.height = 32; + power = 7.5; + reader.read_float("power", power); + + frame = 0; + mode = M_NORMAL; + physic.reset(); } void -BouncyBrick::action(double frame_ratio) +Trampoline::write(LispWriter& writer) { - offset = (offset + offset_m * frame_ratio); + writer.start_list("trampoline"); - /* Go back down? */ - if (offset < -BOUNCY_BRICK_MAX_OFFSET) - offset_m = BOUNCY_BRICK_SPEED; + writer.write_float("x", base.x); + writer.write_float("y", base.y); + writer.write_float("power", power); + writer.end_list("trampoline"); +} - /* Stop bouncing? */ - if (offset >= 0) - World::current()->bouncy_bricks.erase(static_cast::iterator>(this)); +void +Trampoline::draw(DrawingContext& context) +{ + img_trampoline[frame]->draw(context, Vector(base.x, base.y), LAYER_OBJECTS); + frame = 0; } void -BouncyBrick::draw() +Trampoline::action(float frame_ratio) { - int s; - SDL_Rect dest; - - if (base.x >= scroll_x - 32 && - base.x <= scroll_x + screen->w) + // TODO: Remove if we're too far off the screen + + // Falling + if (mode != M_HELD) + { + if (issolid(base.x + base.width/2, base.y + base.height)) { - dest.x = (int)(base.x - scroll_x); - dest.y = (int)base.y; - dest.w = 32; - dest.h = 32; - - Level* plevel = World::current()->get_level(); - - // FIXME: overdrawing hack to clean the tile from the screen to - // paint it later at on offseted position - if(plevel->bkgd_image[0] == '\0') - { - fillrect(base.x - scroll_x, base.y, - 32,32, - plevel->bkgd_red, plevel->bkgd_green, plevel->bkgd_blue, 0); - } - else - { - s = (int)scroll_x / 30; - texture_draw_part(&plevel->img_bkgd, dest.x + s, dest.y, - dest.x, dest.y,dest.w,dest.h); - } + base.y = int((base.y + base.height)/32) * 32 - base.height; + + physic.enable_gravity(false); + physic.set_velocity_y(0.0f); + + physic.set_velocity_x(0); + } + else + { + physic.enable_gravity(true); + } + } + else // Player is carrying us around + { + /* FIXME: The trampoline object shouldn't know about pplayer objects. */ + /* If we're holding the iceblock */ + Player& tux = *Sector::current()->player; + Direction dir = tux.dir; + + if(dir == RIGHT) + { + base.x = tux.base.x + 16; + base.y = tux.base.y + tux.base.height/1.5 - base.height; + } + else /* facing left */ + { + base.x = tux.base.x - 16; + base.y = tux.base.y + tux.base.height/1.5 - base.height; + } - Tile::draw(base.x - scroll_x, - base.y + offset, - shape); + if(collision_object_map(base)) + { + base.x = tux.base.x; + base.y = tux.base.y + tux.base.height/1.5 - base.height; } + } + + physic.apply(frame_ratio, base.x, base.y); + collision_swept_object_map(&old_base, &base); +} + +void +Trampoline::collision(const MovingObject&, int) +{ + // comes later +} + +void +Trampoline::collision(void *p_c_object, int c_object, CollisionType type) +{ + Player* pplayer_c = NULL; + switch (c_object) + { + case CO_PLAYER: + pplayer_c = (Player*) p_c_object; + + if (type == COLLISION_NORMAL) + { + // Pick up if HELD (done in Player) + } + + else if (type == COLLISION_SQUISH) + { + int squish_amount = (32 - (int)pplayer_c->base.y % 32); + + if (squish_amount < 24) + frame = 3; + else if (squish_amount < 28) + frame = 2; + else if (squish_amount < 30) + frame = 1; + else + frame = 0; + + if (squish_amount < 20) { + pplayer_c->physic.set_velocity_y(power); + pplayer_c->fall_mode = Player::TRAMPOLINE_JUMP; + } + else if (pplayer_c->physic.get_velocity_y() < 0) + pplayer_c->physic.set_velocity_y(-squish_amount/32); + } + + break; + + default: + break; + + } +} + +/* Flying Platform */ + +Sprite *img_flying_platform; + +FlyingPlatform::FlyingPlatform(LispReader& reader) +{ + reader.read_int_vector("x", pos_x); + reader.read_int_vector("y", pos_y); + + velocity = 2.0; + reader.read_float("velocity", velocity); + + base.x = pos_x[0]; + base.y = pos_y[0]; + base.width = 96; + base.height = 40; + + point = 0; + move = false; + + float x = pos_x[point+1] - pos_x[point]; + float y = pos_y[point+1] - pos_y[point]; + vel_x = x*velocity / sqrt(x*x + y*y); + vel_y = -(velocity - vel_x); + + frame = 0; } void -FloatingScore::init(float x, float y, int s) +FlyingPlatform::write(LispWriter& writer) { - base.x = x; - base.y = y - 16; - timer_init(&timer,true); - timer_start(&timer,1000); - value = s; + writer.start_list("flying-trampoline"); + + writer.write_int_vector("x", pos_x); + writer.write_int_vector("y", pos_y); + writer.write_float("velocity", velocity); + + writer.end_list("flying-trampoline"); } void -FloatingScore::action(double frame_ratio) +FlyingPlatform::draw(DrawingContext& context) { - base.y = base.y - 2 * frame_ratio; + img_flying_platform->draw(context, Vector(base.x, base.y), LAYER_OBJECTS); +} - if(!timer_check(&timer)) - World::current()->floating_scores.erase(static_cast::iterator>(this)); +void +FlyingPlatform::action(float frame_ratio) +{ + // TODO: Remove if we're too far off the screen + +if(!move) + return; + +if((unsigned)point+1 != pos_x.size()) + { + if(((pos_x[point+1] > pos_x[point] && base.x >= pos_x[point+1]) || + (pos_x[point+1] < pos_x[point] && base.x <= pos_x[point+1]) || + pos_x[point] == pos_x[point+1]) && + ((pos_y[point+1] > pos_y[point] && base.y >= pos_y[point+1]) || + (pos_y[point+1] < pos_y[point] && base.y <= pos_y[point+1]) || + pos_y[point] == pos_y[point+1])) + { + point++; + + float x = pos_x[point+1] - pos_x[point]; + float y = pos_y[point+1] - pos_y[point]; + vel_x = x*velocity / sqrt(x*x + y*y); + vel_y = -(velocity - vel_x); + } + } +else // last point + { + // point = 0; + // reverse vector + return; + } +/* +if(pos_x[point+1] > base.x) + base.x += velocity * frame_ratio; +else if(pos_x[point+1] < base.x) + base.x -= velocity * frame_ratio; + +if(pos_y[point+1] > base.y) + base.y += velocity * frame_ratio; +else if(pos_y[point+1] < base.y) + base.y -= velocity * frame_ratio; +*/ + +base.x += vel_x * frame_ratio; +base.y += vel_y * frame_ratio; +} + +void +FlyingPlatform::collision(const MovingObject&, int) +{ + // comes later } void -FloatingScore::draw() +FlyingPlatform::collision(void *p_c_object, int c_object, CollisionType type) { - char str[10]; - sprintf(str, "%d", value); - text_draw(&gold_text, str, (int)base.x + 16 - strlen(str) * 8, (int)base.y, 1); +(void) p_c_object; +(void) type; + +// Player* pplayer_c = NULL; + switch (c_object) + { + case CO_PLAYER: +// pplayer_c = (Player*) p_c_object; + move = true; + + break; + + default: + break; + + } } -/* EOF */ +void load_object_gfx() +{ + char sprite_name[16]; + + for (int i = 0; i < TRAMPOLINE_FRAMES; i++) + { + sprintf(sprite_name, "trampoline-%i", i+1); + img_trampoline[i] = sprite_manager->load(sprite_name); + } + img_flying_platform = sprite_manager->load("flying_platform"); +}