2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "audio/sound_manager.hpp"
18 #include "math/random_generator.hpp"
19 #include "object/player.hpp"
20 #include "object/powerup.hpp"
21 #include "object/sprite_particle.hpp"
22 #include "scripting/level.hpp"
23 #include "sprite/sprite.hpp"
24 #include "sprite/sprite_manager.hpp"
25 #include "supertux/object_factory.hpp"
26 #include "supertux/sector.hpp"
27 #include "util/reader.hpp"
31 PowerUp::PowerUp(const Reader& lisp) :
32 MovingSprite(lisp, LAYER_OBJECTS, COLGROUP_MOVING),
36 light(0.0f,0.0f,0.0f),
37 lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
39 lisp.get("script", script);
41 lisp.get("disable-physics", no_physics);
42 physic.enable_gravity(true);
43 sound_manager->preload("sounds/grow.ogg");
44 sound_manager->preload("sounds/fire-flower.wav");
45 //set default light for glow effect for standard sprites
46 lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
47 lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
48 if (sprite_name == "images/powerups/egg/egg.sprite") {
49 lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
50 } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
51 lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
52 } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
53 lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
54 } else if (sprite_name == "images/powerups/star/star.sprite") {
55 lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
60 PowerUp::PowerUp(const Vector& pos, const std::string& sprite_name) :
61 MovingSprite(pos, sprite_name, LAYER_OBJECTS, COLGROUP_MOVING),
65 light(0.0f,0.0f,0.0f),
66 lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
68 physic.enable_gravity(true);
69 sound_manager->preload("sounds/grow.ogg");
70 sound_manager->preload("sounds/fire-flower.wav");
71 //set default light for glow effect for standard sprites
72 lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
73 lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
74 if (sprite_name == "images/powerups/egg/egg.sprite") {
75 lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
76 } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
77 lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
78 } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
79 lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
80 } else if (sprite_name == "images/powerups/star/star.sprite") {
81 lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
86 PowerUp::collision_solid(const CollisionHit& hit)
89 physic.set_velocity_y(0);
91 if(hit.right || hit.left) {
92 physic.set_velocity_x(-physic.get_velocity_x());
97 PowerUp::collision(GameObject& other, const CollisionHit&)
99 Player* player = dynamic_cast<Player*>(&other);
104 std::istringstream stream(script);
105 Sector::current()->run_script(stream, "powerup-script");
110 // some defaults if no script has been set
111 if (sprite_name == "images/powerups/egg/egg.sprite") {
112 if(!player->add_bonus(GROWUP_BONUS, true))
114 sound_manager->play("sounds/grow.ogg");
115 } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
116 if(!player->add_bonus(FIRE_BONUS, true))
118 sound_manager->play("sounds/fire-flower.wav");
119 } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
120 if(!player->add_bonus(ICE_BONUS, true))
122 sound_manager->play("sounds/fire-flower.wav");
123 } else if (sprite_name == "images/powerups/star/star.sprite") {
124 player->make_invincible();
125 } else if (sprite_name == "images/powerups/1up/1up.sprite") {
126 player->get_status()->add_coins(100);
127 } else if (sprite_name == "images/powerups/potions/red-potion.sprite") {
128 scripting::Level_flip_vertically();
136 PowerUp::update(float elapsed_time)
139 movement = physic.get_movement(elapsed_time);
140 //Stars sparkle when close to Tux
141 if (sprite_name == "images/powerups/star/star.sprite"){
142 Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
144 float disp_x = player->get_bbox().p1.x - bbox.p1.x;
145 float disp_y = player->get_bbox().p1.y - bbox.p1.y;
146 if (disp_x*disp_x + disp_y*disp_y <= 256*256)
148 if (graphicsRandom.rand(0, 2) == 0) {
149 float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
150 float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
151 Vector ppos = Vector(px, py);
152 Vector pspeed = Vector(0, 0);
153 Vector paccel = Vector(0, 0);
154 Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
155 // draw bright sparkles when very close to Tux, dark sparkles when slightly further
156 (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
157 // make every other a longer sparkle to make trail a bit fuzzy
158 (size_t(game_time*20)%2) ? "small" : "medium" : "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
166 PowerUp::draw(DrawingContext& context){
168 sprite->draw(context, get_pos(), layer);
169 //Draw light when dark for defaults
170 context.get_light( get_bbox().get_middle(), &light );
171 if (light.red + light.green + light.blue < 3.0){
173 if (sprite_name == "images/powerups/star/star.sprite") {
174 sprite->draw(context, get_pos(), layer);
176 context.push_target();
177 context.set_target(DrawingContext::LIGHTMAP);
178 lightsprite->draw(context, get_bbox().get_middle(), 0);
179 context.pop_target();