-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include <config.h>
+#include "object/coin.hpp"
-#include "coin.hpp"
-#include "resources.hpp"
-#include "video/drawing_context.hpp"
-#include "sprite/sprite_manager.hpp"
-#include "player.hpp"
-#include "sector.hpp"
-#include "player_status.hpp"
-#include "gameobjs.hpp"
-#include "statistics.hpp"
-#include "object_factory.hpp"
-#include "level.hpp"
-#include "random_generator.hpp"
-#include "audio/sound_source.hpp"
#include "audio/sound_manager.hpp"
-#include "timer.hpp"
+#include "object/bouncy_coin.hpp"
+#include "object/player.hpp"
+#include "supertux/level.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
Coin::Coin(const Vector& pos)
- : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE)
+ : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE)
{
sound_manager->preload("sounds/coin.wav");
}
-Coin::Coin(const lisp::Lisp& reader)
- : MovingSprite(reader, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE)
+Coin::Coin(const Reader& reader)
+ : MovingSprite(reader, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE)
{
sound_manager->preload("sounds/coin.wav");
}
{
// TODO: commented out musical code. Maybe fork this for a special "MusicalCoin" object?
/*
- static Timer sound_timer;
- static int pitch_one = 128;
- static float last_pitch = 1;
- float pitch = 1;
+ static Timer sound_timer;
+ static int pitch_one = 128;
+ static float last_pitch = 1;
+ float pitch = 1;
- int tile = static_cast<int>(get_pos().y / 32);
+ int tile = static_cast<int>(get_pos().y / 32);
- if (!sound_timer.started()) {
+ if (!sound_timer.started()) {
pitch_one = tile;
pitch = 1;
last_pitch = 1;
- }
- else if (sound_timer.get_timegone() < 0.02) {
+ }
+ else if (sound_timer.get_timegone() < 0.02) {
pitch = last_pitch;
- }
- else
- {
+ }
+ else
+ {
switch ((pitch_one - tile) % 7) {
- case -6:
- pitch = 1.0/2;
- break;
- case -5:
- pitch = 5.0/8;
- break;
- case -4:
- pitch = 4.0/6;
- break;
- case -3:
- pitch = 3.0/4;
- break;
- case -2:
- pitch = 5.0/6;
- break;
- case -1:
- pitch = 9.0/10;
- break;
- case 0:
- pitch = 1.0;
- break;
- case 1:
- pitch = 9.0/8;
- break;
- case 2:
- pitch = 5.0/4;
- break;
- case 3:
- pitch = 4.0/3;
- break;
- case 4:
- pitch = 3.0/2;
- break;
- case 5:
- pitch = 5.0/3;
- break;
- case 6:
- pitch = 9.0/5;
- break;
+ case -6:
+ pitch = 1.0/2;
+ break;
+ case -5:
+ pitch = 5.0/8;
+ break;
+ case -4:
+ pitch = 4.0/6;
+ break;
+ case -3:
+ pitch = 3.0/4;
+ break;
+ case -2:
+ pitch = 5.0/6;
+ break;
+ case -1:
+ pitch = 9.0/10;
+ break;
+ case 0:
+ pitch = 1.0;
+ break;
+ case 1:
+ pitch = 9.0/8;
+ break;
+ case 2:
+ pitch = 5.0/4;
+ break;
+ case 3:
+ pitch = 4.0/3;
+ break;
+ case 4:
+ pitch = 3.0/2;
+ break;
+ case 5:
+ pitch = 5.0/3;
+ break;
+ case 6:
+ pitch = 9.0/5;
+ break;
}
last_pitch = pitch;
- }
- sound_timer.start(1);
+ }
+ sound_timer.start(1);
- SoundSource* soundSource = sound_manager->create_sound_source("sounds/coin.wav");
- soundSource->set_position(get_pos());
- soundSource->set_pitch(pitch);
- soundSource->play();
- sound_manager->manage_source(soundSource);
-*/
+ SoundSource* soundSource = sound_manager->create_sound_source("sounds/coin.wav");
+ soundSource->set_position(get_pos());
+ soundSource->set_pitch(pitch);
+ soundSource->play();
+ sound_manager->manage_source(soundSource);
+ */
Sector::current()->player->get_status()->add_coins(1);
Sector::current()->add_object(new BouncyCoin(get_pos()));
Sector::current()->get_level()->stats.coins++;
}
IMPLEMENT_FACTORY(Coin, "coin");
+
+/* EOF */