-// $Id:$
+// $Id$
//
// SuperTux - Trampoline
// Copyright (C) 2006 Wolfgang Becker <uafr@gmx.de>
#include "player.hpp"
#include "audio/sound_manager.hpp"
#include "sprite/sprite_manager.hpp"
+#include "badguy/walking_badguy.hpp"
/* Trampoline will accelerate player to to VY_INITIAL, if
* he jumps on it to VY_MIN. */
}
Trampoline::Trampoline(const lisp::Lisp& lisp)
- : MovingSprite(lisp, "images/objects/trampoline/trampoline.sprite")
+ : Rock(lisp, "images/objects/trampoline/trampoline.sprite")
{
- 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(sprite->animation_done()) {
sprite->set_action("normal");
}
- if(!grabbed) {
- movement = physic.get_movement(elapsed_time);
- }
+
+ Rock::update(elapsed_time);
}
HitResponse
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<Player*> (&other);
- 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;
+ if(on_ground) {
+ Player* player = dynamic_cast<Player*> (&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<WalkingBadguy*> (&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);
- return FORCE_MOVE;
}
}
- return FORCE_MOVE;
+
+ return Rock::collision(other, hit);
}
void
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;
- }
+ Rock::collision_solid(hit);
}
void
-Trampoline::grab(MovingObject&, const Vector& pos, Direction) {
- movement = pos - get_pos();
- set_group(COLGROUP_DISABLED);
+Trampoline::grab(MovingObject& object, const Vector& pos, Direction dir) {
sprite->set_animation_loops(0);
- on_ground = false;
- grabbed = true;
+ Rock::grab(object, pos, dir);
}
void
-Trampoline::ungrab(MovingObject& , Direction) {
- set_group(COLGROUP_MOVING_STATIC);
- on_ground = false;
- physic.set_velocity(0, 0);
- grabbed = false;
+Trampoline::ungrab(MovingObject& object, Direction dir) {
+ Rock::ungrab(object, dir);
}
bool
Trampoline::is_portable() const
{
- return portable;
+ return Rock::is_portable() && portable;
}
IMPLEMENT_FACTORY(Trampoline, "trampoline");