From: Ingo Ruhnke Date: Mon, 18 Feb 2008 11:54:23 +0000 (+0000) Subject: commited Ed 's coin and block patch X-Git-Url: https://git.verplant.org/?a=commitdiff_plain;ds=sidebyside;h=8a14d4d16329a6ad16fb7e709270a52cc16d1dfb;p=supertux.git commited Ed 's coin and block patch - coins fade out - coins rotate as they fade out - coins last a little bit longer (but not much) - coins emerge from behind blocks instead of being drawn over them - blocks tilt depending on where they're hit SVN-Revision: 5326 --- diff --git a/src/object/block.cpp b/src/object/block.cpp index bb309f037..2a0e2af89 100644 --- a/src/object/block.cpp +++ b/src/object/block.cpp @@ -49,6 +49,7 @@ static const float BOUNCY_BRICK_MAX_OFFSET = 8; static const float BOUNCY_BRICK_SPEED = 90; static const float EPSILON = .0001f; +static const float BUMP_ROTATION_ANGLE = 10; Block::Block(Sprite* newsprite) : sprite(newsprite), bouncing(false), breaking(false), bounce_dir(0), bounce_offset(0) @@ -115,6 +116,7 @@ Block::update(float elapsed_time) movement = Vector(0, offset); bounce_dir = 0; bouncing = false; + sprite->set_angle(0); } else { movement = Vector(0, bounce_dir * elapsed_time); } @@ -127,18 +129,21 @@ Block::draw(DrawingContext& context) } void -Block::start_bounce() +Block::start_bounce(float center_of_hitter) { original_y = bbox.p1.y; bouncing = true; bounce_dir = -BOUNCY_BRICK_SPEED; bounce_offset = 0; + + float offset = (get_bbox().get_middle().x - center_of_hitter)*2 / get_bbox().get_width(); + sprite->set_angle(BUMP_ROTATION_ANGLE*offset); } void -Block::start_break() +Block::start_break(float center_of_hitter) { - start_bounce(); + start_bounce(center_of_hitter); breaking = true; } @@ -260,7 +265,7 @@ BonusBlock::try_open() switch(contents) { case CONTENT_COIN: - Sector::current()->add_object(new BouncyCoin(get_pos())); + Sector::current()->add_object(new BouncyCoin(get_pos(), true)); player.get_status()->add_coins(1); Sector::current()->get_level()->stats.coins++; break; @@ -305,7 +310,7 @@ BonusBlock::try_open() break; } - start_bounce(); + start_bounce(player.get_bbox().get_middle().x); sprite->set_action("empty"); } @@ -388,19 +393,19 @@ Brick::try_break(Player* player) Sector* sector = Sector::current(); Player& player_one = *(sector->player); if(coin_counter > 0) { - sector->add_object(new BouncyCoin(get_pos())); + sector->add_object(new BouncyCoin(get_pos(),true)); coin_counter--; player_one.get_status()->add_coins(1); if(coin_counter == 0) sprite->set_action("empty"); - start_bounce(); + start_bounce(player->get_bbox().get_middle().x); } else if(breakable) { if(player){ if(player->is_big()){ - start_break(); + start_break(player->get_bbox().get_middle().x); return; } else { - start_bounce(); + start_bounce(player->get_bbox().get_middle().x); return; } } diff --git a/src/object/block.hpp b/src/object/block.hpp index e620d481f..f6069e4de 100644 --- a/src/object/block.hpp +++ b/src/object/block.hpp @@ -40,8 +40,8 @@ protected: friend class FlipLevelTransformer; virtual void hit(Player& player) = 0; - void start_bounce(); - void start_break(); + void start_bounce(float center_of_hitter); + void start_break(float center_of_hitter); void break_me(); Sprite* sprite; diff --git a/src/object/gameobjs.cpp b/src/object/gameobjs.cpp index 1eed690db..4af687d78 100644 --- a/src/object/gameobjs.cpp +++ b/src/object/gameobjs.cpp @@ -37,12 +37,20 @@ #include "main.hpp" #include "random_generator.hpp" -BouncyCoin::BouncyCoin(const Vector& pos) - : position(pos) +/** this controls the time over which a bouncy coin fades */ +static const float FADE_TIME = .2f; +/** this is the total life time of a bouncy coin */ +static const float LIFE_TIME = .5f; + +BouncyCoin::BouncyCoin(const Vector& pos, bool emerge) + : position(pos), emerge_distance(0) { - timer.start(.3f); + timer.start(LIFE_TIME); sprite = sprite_manager->create("images/objects/coin/coin.sprite"); - sprite->set_action("still"); + + if(emerge) { + emerge_distance = sprite->get_height(); + } } BouncyCoin::~BouncyCoin() @@ -53,7 +61,9 @@ BouncyCoin::~BouncyCoin() void BouncyCoin::update(float elapsed_time) { - position.y += -200 * elapsed_time; + float dist = -200 * elapsed_time; + position.y += dist; + emerge_distance += dist; if(timer.check()) remove_me(); @@ -62,7 +72,25 @@ BouncyCoin::update(float elapsed_time) void BouncyCoin::draw(DrawingContext& context) { - sprite->draw(context, position, LAYER_OBJECTS + 5); + float time_left = timer.get_timeleft(); + bool fading = time_left < FADE_TIME; + if(fading) { + float alpha = time_left/FADE_TIME; + context.push_transform(); + context.set_alpha(alpha); + } + + int layer; + if(emerge_distance > 0) { + layer = LAYER_OBJECTS - 5; + } else { + layer = LAYER_OBJECTS + 5; + } + sprite->draw(context, position, layer); + + if(fading) { + context.pop_transform(); + } } //--------------------------------------------------------------------------- diff --git a/src/object/gameobjs.hpp b/src/object/gameobjs.hpp index 5a4063f52..b3d50d7b4 100644 --- a/src/object/gameobjs.hpp +++ b/src/object/gameobjs.hpp @@ -36,7 +36,7 @@ class Sprite; class BouncyCoin : public GameObject { public: - BouncyCoin(const Vector& pos); + BouncyCoin(const Vector& pos, bool emerge=false); ~BouncyCoin(); virtual void update(float elapsed_time); virtual void draw(DrawingContext& context); @@ -45,6 +45,7 @@ private: Sprite* sprite; Vector position; Timer timer; + float emerge_distance; }; class BrokenBrick : public GameObject diff --git a/src/object/infoblock.cpp b/src/object/infoblock.cpp index dda84e61e..919ef9b1a 100644 --- a/src/object/infoblock.cpp +++ b/src/object/infoblock.cpp @@ -66,9 +66,9 @@ InfoBlock::~InfoBlock() } void -InfoBlock::hit(Player& ) +InfoBlock::hit(Player& player) { - start_bounce(); + start_bounce(player.get_bbox().get_middle().x); //if (!stopped) { // ringing->remove_me(); diff --git a/src/object/invisible_block.cpp b/src/object/invisible_block.cpp index 2e802fc4b..4dbe5a335 100644 --- a/src/object/invisible_block.cpp +++ b/src/object/invisible_block.cpp @@ -67,7 +67,7 @@ InvisibleBlock::collision(GameObject& other, const CollisionHit& hit) } void -InvisibleBlock::hit(Player& ) +InvisibleBlock::hit(Player& player) { sound_manager->play("sounds/brick.wav"); @@ -75,7 +75,7 @@ InvisibleBlock::hit(Player& ) return; sprite->set_action("empty"); - start_bounce(); + start_bounce(player.get_bbox().get_middle().x); set_group(COLGROUP_STATIC); visible = true; }