fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / object / star.cpp
index 522c08a..316f572 100644 (file)
@@ -1,56 +1,62 @@
+//  $Id$
+//
+//  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 distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  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.
+
 #include <config.h>
 
-#include "star.h"
-#include "resources.h"
-#include "player.h"
-#include "scene.h"
-#include "special/sprite_manager.h"
-#include "video/drawing_context.h"
+#include "star.hpp"
+#include "resources.hpp"
+#include "player.hpp"
+#include "player_status.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "video/drawing_context.hpp"
 
-static const float INITIALJUMP = 400;
+static const float INITIALJUMP = -400;
 static const float SPEED = 150;
-static const float JUMPSPEED = 300;
-
-Star::Star(const Vector& pos)
-{
-  bbox.set_pos(pos);
-  bbox.set_size(32, 32);
-  sprite = sprite_manager->create("star");
-  physic.set_velocity(SPEED, INITIALJUMP);
-}
+static const float JUMPSPEED = -300;
 
-Star::~Star()
+Star::Star(const Vector& pos, Direction direction)
+       : MovingSprite(pos, "images/powerups/star/star.sprite", LAYER_OBJECTS, COLGROUP_MOVING)
 {
-  delete sprite;
+  physic.set_velocity((direction == LEFT) ? -SPEED : SPEED, INITIALJUMP);
 }
 
 void
-Star::action(float elapsed_time)
+Star::update(float elapsed_time)
 {
   movement = physic.get_movement(elapsed_time);
 }
 
 void
-Star::draw(DrawingContext& context)
+Star::collision_solid(const CollisionHit& hit)
 {
-  sprite->draw(context, get_pos(), LAYER_OBJECTS);
+  if(hit.bottom) {
+    physic.set_velocity_y(JUMPSPEED);
+  } else if(hit.top) {
+    physic.set_velocity_y(0);
+  } else if(hit.left || hit.right) {
+    physic.set_velocity_x(-physic.get_velocity_x());
+  }
 }
 
 HitResponse
-Star::collision(GameObject& other, const CollisionHit& hit)
+Star::collision(GameObject& other, const CollisionHit& )
 {
-  if(other.get_flags() & FLAG_SOLID) {
-    if(hit.normal.y < -.5) { // ground
-      physic.set_velocity_y(JUMPSPEED);
-    } else if(hit.normal.y > .5) { // roof
-      physic.set_velocity_y(0);
-    } else { // bumped left or right
-      physic.set_velocity_x(-physic.get_velocity_x());
-    }
-
-    return CONTINUE;
-  }
-  
   Player* player = dynamic_cast<Player*> (&other);
   if(player) {
     player->make_invincible();
@@ -60,4 +66,3 @@ Star::collision(GameObject& other, const CollisionHit& hit)
 
   return FORCE_MOVE;
 }
-