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(SpriteManager::current()->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 SoundManager::current()->preload("sounds/grow.ogg");
44 SoundManager::current()->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/airflower/airflower.sprite") {
55 lightsprite->set_color(Color(0.15f, 0.0f, 0.15f));
56 } else if (sprite_name == "images/powerups/earthflower/earthflower.sprite") {
57 lightsprite->set_color(Color(0.0f, 0.3f, 0.0f));
58 } else if (sprite_name == "images/powerups/star/star.sprite") {
59 lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
64 PowerUp::PowerUp(const Vector& pos, const std::string& sprite_name_) :
65 MovingSprite(pos, sprite_name_, LAYER_OBJECTS, COLGROUP_MOVING),
69 light(0.0f,0.0f,0.0f),
70 lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
72 physic.enable_gravity(true);
73 SoundManager::current()->preload("sounds/grow.ogg");
74 SoundManager::current()->preload("sounds/fire-flower.wav");
75 //set default light for glow effect for standard sprites
76 lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
77 lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
78 if (sprite_name == "images/powerups/egg/egg.sprite") {
79 lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
80 } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
81 lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
82 } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
83 lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
84 } else if (sprite_name == "images/powerups/airflower/airflower.sprite") {
85 lightsprite->set_color(Color(0.15f, 0.0f, 0.15f));
86 } else if (sprite_name == "images/powerups/earthflower/earthflower.sprite") {
87 lightsprite->set_color(Color(0.0f, 0.3f, 0.0f));
88 } else if (sprite_name == "images/powerups/star/star.sprite") {
89 lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
94 PowerUp::collision_solid(const CollisionHit& hit)
97 physic.set_velocity_y(0);
99 if(hit.right || hit.left) {
100 physic.set_velocity_x(-physic.get_velocity_x());
105 PowerUp::collision(GameObject& other, const CollisionHit&)
107 Player* player = dynamic_cast<Player*>(&other);
112 std::istringstream stream(script);
113 Sector::current()->run_script(stream, "powerup-script");
118 // some defaults if no script has been set
119 if (sprite_name == "images/powerups/egg/egg.sprite") {
120 if(!player->add_bonus(GROWUP_BONUS, true))
122 SoundManager::current()->play("sounds/grow.ogg");
123 } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
124 if(!player->add_bonus(FIRE_BONUS, true))
126 SoundManager::current()->play("sounds/fire-flower.wav");
127 } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
128 if(!player->add_bonus(ICE_BONUS, true))
130 SoundManager::current()->play("sounds/fire-flower.wav");
131 } else if (sprite_name == "images/powerups/airflower/airflower.sprite") {
132 if(!player->add_bonus(AIR_BONUS, true))
134 SoundManager::current()->play("sounds/fire-flower.wav");
135 } else if (sprite_name == "images/powerups/earthflower/earthflower.sprite") {
136 if(!player->add_bonus(EARTH_BONUS, true))
138 SoundManager::current()->play("sounds/fire-flower.wav");
139 } else if (sprite_name == "images/powerups/star/star.sprite") {
140 player->make_invincible();
141 } else if (sprite_name == "images/powerups/1up/1up.sprite") {
142 player->get_status()->add_coins(100);
143 } else if (sprite_name == "images/powerups/potions/red-potion.sprite") {
144 scripting::Level_flip_vertically();
152 PowerUp::update(float elapsed_time)
155 movement = physic.get_movement(elapsed_time);
156 //Stars sparkle when close to Tux
157 if (sprite_name == "images/powerups/star/star.sprite"){
158 Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
160 float disp_x = player->get_bbox().p1.x - bbox.p1.x;
161 float disp_y = player->get_bbox().p1.y - bbox.p1.y;
162 if (disp_x*disp_x + disp_y*disp_y <= 256*256)
164 if (graphicsRandom.rand(0, 2) == 0) {
165 float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
166 float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
167 Vector ppos = Vector(px, py);
168 Vector pspeed = Vector(0, 0);
169 Vector paccel = Vector(0, 0);
170 Sector::current()->add_object(std::make_shared<SpriteParticle>(
171 "images/objects/particles/sparkle.sprite",
172 // draw bright sparkles when very close to Tux, dark sparkles when slightly further
173 (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
174 // make every other a longer sparkle to make trail a bit fuzzy
175 (size_t(game_time*20)%2) ? "small" : "medium" : "dark",
176 ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
184 PowerUp::draw(DrawingContext& context){
186 sprite->draw(context, get_pos(), layer);
187 //Draw light when dark for defaults
188 context.get_light( get_bbox().get_middle(), &light );
189 if (light.red + light.green + light.blue < 3.0){
191 if (sprite_name == "images/powerups/star/star.sprite") {
192 sprite->draw(context, get_pos(), layer);
194 context.push_target();
195 context.set_target(DrawingContext::LIGHTMAP);
196 lightsprite->draw(context, get_bbox().get_middle(), 0);
197 context.pop_target();