#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/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)
+ 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_TILES, COLGROUP_TOUCHABLE),
+ : 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)
+ from_tilemap(true),
+ physic()
{
if(walker.get()) {
Vector v = path->get_base();
}
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)
+ from_tilemap(false),
+ physic()
{
const lisp::Lisp* pathLisp = reader.get_lisp("path");
if (pathLisp) {
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 */