From 4fb6c7d00807bc417fc05dd8999c7c9f7eea0ec9 Mon Sep 17 00:00:00 2001 From: Wolfgang Becker Date: Thu, 10 Aug 2006 23:26:20 +0000 Subject: [PATCH] Trampoline is a MOVING_STATIC now. SVN-Revision: 4155 --- src/object/trampoline.cpp | 70 ++++++++++++++++++++++------------------------- 1 file changed, 32 insertions(+), 38 deletions(-) diff --git a/src/object/trampoline.cpp b/src/object/trampoline.cpp index bd21fd368..c7c993934 100644 --- a/src/object/trampoline.cpp +++ b/src/object/trampoline.cpp @@ -36,96 +36,90 @@ namespace { 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 (&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 (&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 -- 2.11.0