X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Ftrampoline.cpp;h=4871cf6396f3c19b4b1ea2f75cd5a44ac93d85e0;hb=781b60522acc0f34ba4091838d12aa0db7cc9a56;hp=9e1c351d9143d4e23c71da83fa8400864f60ee40;hpb=ebe6082ada46c5de058e2154c7d55eef7a39cf6e;p=supertux.git diff --git a/src/object/trampoline.cpp b/src/object/trampoline.cpp index 9e1c351d9..4871cf639 100644 --- a/src/object/trampoline.cpp +++ b/src/object/trampoline.cpp @@ -2,7 +2,7 @@ // // SuperTux - Trampoline // Copyright (C) 2006 Wolfgang Becker -// +// // 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 @@ -24,98 +24,104 @@ #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; + 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 (&other); - if ( player ) { - float vy = player->physic.get_velocity_y(); - //player is falling down on trampolin holding "jump" - 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 (&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; + } + } + WalkingBadguy* walking_badguy = dynamic_cast (&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 ); - sound_manager->play( TRAMPOLINE_SOUND ); - sprite->set_action("swinging", 1); - //sprite->set_animation_loops(2); //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");