// $Id$
//
-// SuperTux
+// SuperTux - Unstable Tile
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#include "resources.hpp"
#include "sprite/sprite.hpp"
#include "random_generator.hpp"
-
-static const float CRACKTIME = 0.3;
-static const float FALLTIME = 0.8;
+#include "object/bullet.hpp"
UnstableTile::UnstableTile(const lisp::Lisp& lisp)
- : MovingSprite(lisp, "images/objects/unstable_tile/unstable_tile.sprite", LAYER_TILES, COLGROUP_STATIC), hit(false), falling(false)
+ : MovingSprite(lisp, LAYER_TILES, COLGROUP_STATIC), state(STATE_NORMAL)
{
+ sprite->set_action("normal");
flags |= FLAG_SOLID;
}
HitResponse
-UnstableTile::collision(GameObject& other, const CollisionHit& hitdata)
+UnstableTile::collision(GameObject& other, const CollisionHit& hit)
{
- if(hitdata.normal.y < 0.8)
- return FORCE_MOVE;
+ switch (state) {
- Player* player = dynamic_cast<Player*> (&other);
- if(player)
- hit = true;
+ case STATE_NORMAL:
+ if ((hit.normal.y >= 0.8 ) && (dynamic_cast<Player*>(&other))) {
+ state = STATE_CRUMBLING;
+ sprite->set_action("crumbling", 1);
+ return FORCE_MOVE;
+ }
+ return FORCE_MOVE;
+ break;
- return FORCE_MOVE;
-}
+ case STATE_CRUMBLING:
+ return FORCE_MOVE;
+ break;
-void
-UnstableTile::draw(DrawingContext& context)
-{
- Vector pos = get_pos();
- // shacking
- if(timer.get_timegone() > CRACKTIME) {
- pos.x += systemRandom.rand(-3, 3);
- }
+ case STATE_DISINTEGRATING:
+ return FORCE_MOVE;
+ break;
+
+ }
- sprite->draw(context, pos, LAYER_TILES);
+ log_debug << "unhandled state" << std::endl;
+ return FORCE_MOVE;
}
void
UnstableTile::update(float elapsed_time)
{
- if(falling) {
- movement = physic.get_movement(elapsed_time);
- if(!Sector::current()->inside(bbox)) {
- remove_me();
- return;
- }
- } else if(hit) {
- if(timer.check()) {
- falling = true;
- physic.enable_gravity(true);
- flags &= ~FLAG_SOLID;
- timer.stop();
- } else if(!timer.started()) {
- timer.start(FALLTIME);
- }
- } else {
- timer.stop();
+ switch (state) {
+
+ case STATE_NORMAL:
+ break;
+
+ case STATE_CRUMBLING:
+ if (sprite->animation_done()) {
+ state = STATE_DISINTEGRATING;
+ sprite->set_action("disintegrating", 1);
+ flags &= ~FLAG_SOLID;
+ set_group(COLGROUP_DISABLED);
+ physic.enable_gravity(true);
+ }
+ break;
+
+ case STATE_DISINTEGRATING:
+ movement = physic.get_movement(elapsed_time);
+ if (sprite->animation_done()) {
+ remove_me();
+ return;
+ }
+ break;
+
}
- hit = false;
}
IMPLEMENT_FACTORY(UnstableTile, "unstable_tile");
// $Id$
//
-// SuperTux
+// SuperTux - Unstable Tile
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#include "physic.hpp"
#include "timer.hpp"
-class Player;
-
-/** A tile that starts falling down if tux stands to long on it */
+/**
+ * A block that disintegrates when stood on
+ */
class UnstableTile : public MovingSprite
{
public:
HitResponse collision(GameObject& other, const CollisionHit& hit);
void update(float elapsed_time);
- void draw(DrawingContext& context);
private:
+ enum State {
+ STATE_NORMAL, /**< default state */
+ STATE_CRUMBLING, /**< crumbling, still solid */
+ STATE_DISINTEGRATING /**< disintegrating, no longer solid */
+ };
+ State state;
+
Physic physic;
- Timer timer;
- bool hit;
- bool falling;
};
#endif