properly implement invisible blocks
[supertux.git] / src / gameobjs.cpp
index 4ede2c7..3201eb2 100644 (file)
@@ -18,6 +18,7 @@
 //  along with this program; if not, write to the Free Software
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 //  02111-1307, USA.
+#include <config.h>
 
 #include <algorithm>
 #include <iostream>
 #include "sector.h"
 #include "tilemap.h"
 #include "video/drawing_context.h"
+#include "camera.h"
 
-BouncyDistro::BouncyDistro(const Vector& pos)
+BouncyCoin::BouncyCoin(const Vector& pos)
   : position(pos)
 {
-  ym = -2;
+  timer.start(.3);
+  sprite = sprite_manager->create("coin");
+  sprite->set_action("still");
+}
+
+BouncyCoin::~BouncyCoin()
+{
+  delete sprite;
 }
 
 void
-BouncyDistro::action(float elapsed_time)
+BouncyCoin::action(float elapsed_time)
 {
-  position.y += ym * elapsed_time;
+  position.y += -200 * elapsed_time;
 
-  ym += 0.1 * elapsed_time; // not framerate independent... but who really cares
-  if(ym >= 0)
+  if(timer.check())
     remove_me();
 }
 
 void
-BouncyDistro::draw(DrawingContext& context)
+BouncyCoin::draw(DrawingContext& context)
 {
-  context.draw_surface(img_distro[0], position, LAYER_OBJECTS);
+  sprite->draw(context, position, LAYER_OBJECTS);
 }
 
+//---------------------------------------------------------------------------
 
-BrokenBrick::BrokenBrick(Tile* ntile,const Vector& pos, const Vector& nmovement)
-  : tile(ntile), position(pos), movement(nmovement)
+BrokenBrick::BrokenBrick(Sprite* nsprite,
+    const Vector& pos, const Vector& nmovement)
+  : sprite(new Sprite(*nsprite)), position(pos), movement(nmovement)
 {
-  timer.start(200);
+  timer.start(.2);
+}
+
+BrokenBrick::~BrokenBrick()
+{
+  delete sprite;
 }
 
 void
@@ -68,76 +83,72 @@ BrokenBrick::action(float elapsed_time)
 {
   position += movement * elapsed_time;
 
-  if (!timer.check())
+  if (timer.check())
     remove_me();
 }
 
 void
 BrokenBrick::draw(DrawingContext& context)
 {
-  if (tile->images.size() > 0)
-    context.draw_surface_part(tile->images[0],
-        Vector(rand() % 16, rand() % 16),
-        Vector(16, 16),
-        position, LAYER_OBJECTS + 1);
+  sprite->draw_part(context,
+      Vector(rand() % 16, rand() % 16), Vector(16, 16),
+      position, LAYER_OBJECTS + 1);
 }
 
-BouncyBrick::BouncyBrick(const Vector& pos)
-  : position(pos), offset(0), offset_m(-BOUNCY_BRICK_SPEED), 
-    shape(Sector::current()->solids->get_tile_id_at(pos))
-{ 
-  shape.hidden = true;
-}
+//---------------------------------------------------------------------------
 
-void
-BouncyBrick::action(float elapsed_time)
+FloatingText::FloatingText(const Vector& pos, const std::string& text_)
+  : position(pos), text(text_)
 {
-  offset += offset_m * elapsed_time;
-
-  /* Go back down? */
-  if (offset < -BOUNCY_BRICK_MAX_OFFSET)
-    offset_m = BOUNCY_BRICK_SPEED;
-
-  /* Stop bouncing? */
-  if (offset >= 0)
-    {
-      shape.hidden = false;
-      remove_me();
-    }
-}
-
-void
-BouncyBrick::draw(DrawingContext& context)
-{
-  TileManager::instance()->
-    draw_tile(context, shape.id, position + Vector(0, offset), LAYER_TILES+1);
+  timer.start(.1);
+  position.x -= text.size() * 8;
 }
 
-FloatingScore::FloatingScore(const Vector& pos, int score)
+FloatingText::FloatingText(const Vector& pos, int score)
   : position(pos)
 {
-  timer.start(1000);
+  timer.start(.1);
+
+  // turn int into a string
+  char str[10];
   snprintf(str, 10, "%d", score);
-  position.x -= strlen(str) * 8;
+  text = str;
+
+  position.x -= text.size() * 8;
 }
 
 void
-FloatingScore::action(float elapsed_time)
+FloatingText::action(float elapsed_time)
 {
-  position.y -= 2 * elapsed_time;
+  position.y -= 1.4 * elapsed_time;
 
-  if(!timer.check())
+  if(timer.check())
     remove_me();
 }
 
+#define FADING_TIME .350
+
 void
-FloatingScore::draw(DrawingContext& context)
+FloatingText::draw(DrawingContext& context)
 {
-  context.draw_text(gold_text, str, position, LEFT_ALLIGN, LAYER_OBJECTS);
+  // make an alpha animation when disapearing
+  int alpha;
+  if(timer.get_timeleft() < FADING_TIME)
+    alpha = int(timer.get_timeleft() * 255 / FADING_TIME);
+  else
+    alpha = 255;
+
+  context.push_transform();
+  context.set_alpha(alpha);
+
+  context.draw_text(gold_text, text, position, LEFT_ALLIGN, LAYER_OBJECTS+1);
+
+  context.pop_transform();
 }
 
 /* Trampoline */
 
+#if 0
 Sprite *img_trampoline;
 
 Trampoline::Trampoline(LispReader& reader)
@@ -286,9 +297,11 @@ Trampoline::collision(void *p_c_object, int c_object, CollisionType type)
     
   }
 }
+#endif
 
 /* Flying Platform */
 
+#if 0
 Sprite *img_flying_platform;
 
 FlyingPlatform::FlyingPlatform(LispReader& reader)
@@ -414,21 +427,22 @@ FlyingPlatform::collision(void *p_c_object, int c_object, CollisionType type)
     
   }
 }
+#endif
 
-Sprite *img_smoke_cloud;
+Sprite *img_smoke_cloud = 0;
 
 SmokeCloud::SmokeCloud(const Vector& pos)
   : position(pos)
 {
-  timer.start(300);
+  timer.start(.3);
 }
 
 void
 SmokeCloud::action(float elapsed_time)
 {
-  position.y -= 1.2 * elapsed_time;
+  position.y -= 120 * elapsed_time;
 
-  if(!timer.check())
+  if(timer.check())
     remove_me();
 }
 
@@ -438,17 +452,32 @@ SmokeCloud::draw(DrawingContext& context)
   img_smoke_cloud->draw(context, position, LAYER_OBJECTS+1);
 }
 
-Particles::Particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color_, int size_, int life_time)
-  : color(color_), size(size_), vel(velocity), accel(acceleration)
+Particles::Particles(const Vector& epicenter, int min_angle, int max_angle,
+        const Vector& initial_velocity, const Vector& acceleration, int number,
+        Color color_, int size_, float life_time, int drawing_layer_)
+  : accel(acceleration), color(color_), size(size_), drawing_layer(drawing_layer_)
 {
-  timer.start(life_time);
+  if(life_time == 0) {
+    live_forever = true;
+  } else {
+    live_forever = false;
+    timer.start(life_time);
+  }
 
   // create particles
   for(int p = 0; p < number; p++)
     {
     Particle* particle = new Particle;
     particle->pos = epicenter;
-    particle->angle = (rand() % 360) * (M_PI / 180);  // in radius
+
+    float angle = ((rand() % (max_angle-min_angle))+min_angle)
+                      * (M_PI / 180);  // convert to radius
+    particle->vel.x = /*fabs*/(sin(angle)) * initial_velocity.x;
+//    if(angle >= M_PI && angle < M_PI*2)
+//      particle->vel.x *= -1;  // work around to fix signal
+    particle->vel.y = /*fabs*/(cos(angle)) * initial_velocity.y;
+//    if(angle >= M_PI_2 && angle < 3*M_PI_2)
+//      particle->vel.y *= -1;
 
     particles.push_back(particle);
     }
@@ -457,24 +486,35 @@ Particles::Particles(const Vector& epicenter, const Vector& velocity, const Vect
 Particles::~Particles()
 {
   // free particles
-  for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+  for(std::vector<Particle*>::iterator i = particles.begin();
+      i < particles.end(); i++)
     delete (*i);
 }
 
 void
 Particles::action(float elapsed_time)
 {
-  vel.x += accel.x * elapsed_time;
-  vel.y += accel.y * elapsed_time;
+  Vector camera = Sector::current()->camera->get_translation();
 
   // update particles
-  for(int p = 0; p < particles.size(); p++)
-    {
-    particles[p]->pos.x += sin(particles[p]->angle) * vel.x * elapsed_time;
-    particles[p]->pos.y += cos(particles[p]->angle) * vel.y * elapsed_time;
+  for(std::vector<Particle*>::iterator i = particles.begin();
+      i != particles.end(); ) {
+    (*i)->pos.x += (*i)->vel.x * elapsed_time;
+    (*i)->pos.y += (*i)->vel.y * elapsed_time;
+
+    (*i)->vel.x += accel.x * elapsed_time;
+    (*i)->vel.y += accel.y * elapsed_time;
+
+    if((*i)->pos.x < camera.x || (*i)->pos.x > screen->w + camera.x ||
+       (*i)->pos.y < camera.y || (*i)->pos.y > screen->h + camera.y) {
+      delete (*i);
+      i = particles.erase(i);
+    } else {
+      ++i;
     }
+  }
 
-  if(!timer.check())
+  if((timer.check() && !live_forever) || particles.size() == 0)
     remove_me();
 }
 
@@ -482,16 +522,24 @@ void
 Particles::draw(DrawingContext& context)
 {
   // draw particles
-  for(int p = 0; p < particles.size(); p++)
-    {
-    context.draw_filled_rect(particles[p]->pos, Vector(size,size), color, LAYER_OBJECTS+10);
-    }
+  for(std::vector<Particle*>::iterator i = particles.begin();
+      i != particles.end(); i++) {
+    context.draw_filled_rect((*i)->pos, Vector(size,size), color,drawing_layer);
+  }
 }
 
 void load_object_gfx()
 {
+#if 0
   img_trampoline = sprite_manager->load("trampoline");
   img_trampoline->start_animation(0);
   img_flying_platform = sprite_manager->load("flying_platform");
-  img_smoke_cloud = sprite_manager->load("stomp");
+#endif
+  img_smoke_cloud = sprite_manager->create("stomp");
 }
+
+void free_object_gfx()
+{
+  delete img_smoke_cloud;
+}
+