#include "object/coin.hpp"
#include "audio/sound_manager.hpp"
+#include "util/reader.hpp"
#include "object/bouncy_coin.hpp"
#include "object/player.hpp"
+#include "object/tilemap.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_OBJECTS - 1, COLGROUP_TOUCHABLE),
+ path(),
+ walker(),
+ offset(),
+ from_tilemap(false),
+ physic()
{
sound_manager->preload("sounds/coin.wav");
}
+Coin::Coin(const Vector& pos, TileMap* tilemap)
+ : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_OBJECTS - 1, COLGROUP_TOUCHABLE),
+ path(boost::shared_ptr<Path>(tilemap->get_path())),
+ walker(boost::shared_ptr<PathWalker>(tilemap->get_walker())),
+ offset(),
+ from_tilemap(true),
+ physic()
+{
+ if(walker.get()) {
+ Vector v = path->get_base();
+ offset = pos - v;
+ }
+
+ sound_manager->preload("sounds/coin.wav");
+}
+
Coin::Coin(const Reader& reader)
- : MovingSprite(reader, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE)
+ : MovingSprite(reader, "images/objects/coin/coin.sprite", LAYER_OBJECTS - 1, COLGROUP_TOUCHABLE),
+ path(),
+ walker(),
+ offset(),
+ from_tilemap(false),
+ physic()
{
+ const lisp::Lisp* pathLisp = reader.get_lisp("path");
+ if (pathLisp) {
+ path.reset(new Path());
+ path->read(*pathLisp);
+ walker.reset(new PathWalker(path.get()));
+ Vector v = path->get_base();
+ set_pos(v);
+ }
+
sound_manager->preload("sounds/coin.wav");
}
void
+Coin::update(float elapsed_time)
+{
+ // if we have a path to follow, follow it
+ if (walker.get()) {
+ Vector v = from_tilemap ? offset + walker->get_pos() : walker->advance(elapsed_time);
+ movement = v - get_pos();
+ }
+}
+
+void
Coin::collect()
{
// TODO: commented out musical code. Maybe fork this for a special "MusicalCoin" object?
return ABORT_MOVE;
}
+/* The following defines a coin subject to gravity */
+HeavyCoin::HeavyCoin(const Vector& pos, const Vector& init_velocity)
+ : Coin(pos),
+ physic()
+{
+ physic.enable_gravity(true);
+ sound_manager->preload("sounds/coin2.ogg");
+ set_group(COLGROUP_MOVING);
+ physic.set_velocity(init_velocity);
+}
+
+HeavyCoin::HeavyCoin(const Reader& reader)
+ : Coin(reader),
+ physic()
+{
+ physic.enable_gravity(true);
+ sound_manager->preload("sounds/coin2.ogg");
+ set_group(COLGROUP_MOVING);
+}
+
+void
+HeavyCoin::update(float elapsed_time)
+{
+ // enable physics
+ movement = physic.get_movement(elapsed_time);
+}
+
+void
+HeavyCoin::collision_solid(const CollisionHit& hit)
+{
+ int clink_threshold = 100; // sets the minimum speed needed to result in collision noise
+ //TODO: colliding HeavyCoins should have their own unique sound
+
+ if(hit.bottom) {
+ if(physic.get_velocity_y() > clink_threshold)
+ sound_manager->play("sounds/coin2.ogg");
+ if(physic.get_velocity_y() > 200) {// lets some coins bounce
+ physic.set_velocity_y(-99);
+ }else{
+ physic.set_velocity_y(0);
+ physic.set_velocity_x(0);
+ }
+ }
+ if(hit.right || hit.left) {
+ if(physic.get_velocity_x() > clink_threshold || physic.get_velocity_x() < clink_threshold)
+ sound_manager->play("sounds/coin2.ogg");
+ physic.set_velocity_x(-physic.get_velocity_x());
+ }
+ if(hit.top) {
+ if(physic.get_velocity_y() < clink_threshold)
+ sound_manager->play("sounds/coin2.ogg");
+ physic.set_velocity_y(-physic.get_velocity_y());
+ }
+}
+
/* EOF */