X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Fpowerup.cpp;h=8b000d50a8e1e0c099f491558e1eb8654c478971;hb=b158cdbc7139bcc35fd4c37a5cf640bf9f744998;hp=9d3ff935987c49e003ca8f1f4c7f618729e0d33f;hpb=6afe39823a25f6bf06f715205c1f51ddbe6cefae;p=supertux.git diff --git a/src/object/powerup.cpp b/src/object/powerup.cpp index 9d3ff9359..8b000d50a 100644 --- a/src/object/powerup.cpp +++ b/src/object/powerup.cpp @@ -31,14 +31,17 @@ PowerUp::PowerUp(const lisp::Lisp& lisp) { - std::string sprite_name; lisp.get("x", bbox.p1.x); lisp.get("y", bbox.p1.y); lisp.get("sprite", sprite_name); lisp.get("script", script); + no_physics = false; + lisp.get("disable-physics", no_physics); bbox.set_size(32, 32); sprite = sprite_manager->create(sprite_name); physic.enable_gravity(true); + + set_group(COLGROUP_MOVING); } PowerUp::~PowerUp() @@ -53,6 +56,8 @@ PowerUp::collision(GameObject& other, const CollisionHit& hit) if(fabsf(hit.normal.y) > .5) { // roof or ground physic.set_velocity_y(0); } else { // bumped left or right + printf("Normal: %f %f\n", hit.normal.x, hit.normal.y); + printf("LRbounce, new speed. %f\n", physic.get_velocity_x()); physic.set_velocity_x(-physic.get_velocity_x()); } @@ -70,17 +75,17 @@ PowerUp::collision(GameObject& other, const CollisionHit& hit) script); return ABORT_MOVE; } - + // some defaults if no script has been set - if (sprite->get_name() == "egg") { + if (sprite_name == "images/powerups/egg/egg.sprite") { player->set_bonus(GROWUP_BONUS, true); sound_manager->play("sounds/grow.wav"); - } else if (sprite->get_name() == "fireflower") { + } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") { player->set_bonus(FIRE_BONUS, true); sound_manager->play("sounds/fire-flower.wav"); - } else if (sprite->get_name() == "star") { + } else if (sprite_name == "images/powerups/star/star.sprite") { player->make_invincible(); - } else if (sprite->get_name() == "1up") { + } else if (sprite_name == "images/powerups/1up/1up.sprite") { player->get_status()->incLives(); } return ABORT_MOVE; @@ -89,7 +94,8 @@ PowerUp::collision(GameObject& other, const CollisionHit& hit) void PowerUp::update(float elapsed_time) { - movement = physic.get_movement(elapsed_time); + if (!no_physics) + movement = physic.get_movement(elapsed_time); } void