Trampoline::Trampoline(const lisp::Lisp& lisp)
: MovingSprite(lisp, "images/objects/trampoline/trampoline.sprite" )
{
- sound_manager->preload( TRAMPOLINE_SOUND );
+ set_group(COLGROUP_MOVING_STATIC);
+ sound_manager->preload(TRAMPOLINE_SOUND);
physic.set_velocity(0, 0);
physic.enable_gravity(true);
on_ground = false;
-
+ grabbed = false;
portable = true;
//Check if this trampoline is not portable
- if( lisp.get( "portable", portable ) ){
- if( !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 )
+Trampoline::update(float elapsed_time)
{
- if(!on_ground) {
- movement = physic.get_movement(elapsed_time);
- }
if(sprite->animation_done()) {
sprite->set_action("normal");
}
+ if(!grabbed) {
+ movement = physic.get_movement(elapsed_time);
+ }
}
HitResponse
Trampoline::collision(GameObject& other, const CollisionHit& hit )
{
//Tramponine has to be on ground to work.
- if( !on_ground ){
+ if(!on_ground) {
return FORCE_MOVE;
}
Player* player = dynamic_cast<Player*> (&other);
- if ( player ) {
+ if(player) {
float vy = player->physic.get_velocity_y();
//player is falling down on trampoline
- if(hit.top && vy > 0) {
+ 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 );
+ 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 );
- }
- }
- 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;
}
void
-Trampoline::collision_solid( const CollisionHit& hit ){
- if( hit.bottom ){
+Trampoline::collision_solid(const CollisionHit& hit) {
+ if(hit.top || hit.bottom)
+ physic.set_velocity_y(0);
+ if(hit.left || hit.right)
+ physic.set_velocity_x(0);
+ if(hit.crush)
+ physic.set_velocity(0, 0);
+
+ if(hit.bottom && !on_ground) {
on_ground = true;
}
}
void
-Trampoline::grab( MovingObject&, const Vector& pos, Direction ){
+Trampoline::grab(MovingObject&, const Vector& pos, Direction) {
movement = pos - get_pos();
- set_group( COLGROUP_DISABLED );
- on_ground = true;
- sprite->set_animation_loops( 0 );
+ set_group(COLGROUP_DISABLED);
+ sprite->set_animation_loops(0);
+ on_ground = false;
+ grabbed = true;
}
void
-Trampoline::ungrab(MovingObject& , Direction ){
- set_group( COLGROUP_MOVING );
+Trampoline::ungrab(MovingObject& , Direction ) {
+ set_group(COLGROUP_MOVING_STATIC);
on_ground = false;
physic.set_velocity(0, 0);
+ grabbed = false;
}
bool