-// $Id$
-//
// SuperTux - MagicBlock
-//
-// Magic Blocks are tile-like game objects that are sensitive to
+//
+// Magic Blocks are tile-like game objects that are sensitive to
// lighting conditions. They are rendered in a color and
// will only be solid as long as light of the same color shines
-// on the block.
+// on the block. The black block becomes solid, if any kind of
+// light is above MIN_INTENSITY.
//
// Copyright (C) 2006 Wolfgang Becker <uafr@gmx.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/>.
-#ifndef SUPERTUX_TRAMPOLINE_H
-#define SUPERTUX_TRAMPOLINE_H
+#ifndef HEADER_SUPERTUX_OBJECT_MAGICBLOCK_HPP
+#define HEADER_SUPERTUX_OBJECT_MAGICBLOCK_HPP
-#include "moving_sprite.hpp"
-#include "lisp/lisp.hpp"
+#include "object/moving_sprite.hpp"
class MagicBlock: public MovingSprite
{
public:
- MagicBlock(const lisp::Lisp& reader);
+ MagicBlock(const Reader& reader);
+ bool collides(GameObject& other, const CollisionHit& hit);
HitResponse collision(GameObject& other, const CollisionHit& hit);
void update(float elapsed_time);
void draw(DrawingContext& context);
float trigger_red;
float trigger_green;
float trigger_blue;
+ float solid_time;
+ float switch_delay; /**< seconds until switching solidity */
Color color;
Color light;
Vector center;
+ bool black;
};
#endif
+
+/* EOF */