//
// SuperTux - Trampoline
// 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
#include "audio/sound_manager.hpp"
#include "sprite/sprite_manager.hpp"
-/* Trampoline will accelerate player by VY_FACTOR (or to VY_INITIAL if
- * that's faster) if he jumps on it. Acceleration is capped at VY_MIN. */
-namespace{
- static const std::string TRAMPOLINE_SOUND = "sounds/trampoline.wav";
- static const float VY_MIN = -1000; //negative, upwards
- static const float VY_FACTOR = -1.5;
- static const float VY_INITIAL = -500;
+/* Trampoline will accelerate player to to VY_INITIAL, if
+ * he jumps on it to VY_MIN. */
+namespace {
+ const std::string TRAMPOLINE_SOUND = "sounds/trampoline.wav";
+ const float VY_MIN = -900; //negative, upwards
+ const float VY_INITIAL = -500;
}
Trampoline::Trampoline(const lisp::Lisp& lisp)
{
sound_manager->preload( TRAMPOLINE_SOUND );
flags |= FLAG_PORTABLE;
- physic.set_velocity_y(0);
+ physic.set_velocity(0, 0);
physic.enable_gravity(true);
on_ground = false;
- //Check if we need another sprite
- if( !lisp.get( "sprite", sprite_name ) ){
- return;
- }
- if( sprite_name == "" ){
- sprite_name = "images/objects/trampoline/trampoline.sprite";
- return;
+ bool portable = true;
+ //Check if this trampoline is not portable
+ if( lisp.get( "portable", portable ) ){
+ if( !portable ){
+ flags ^= FLAG_PORTABLE;
+ //we need another sprite
+ sprite_name = "images/objects/trampoline/trampoline_fix.sprite";
+ sprite = sprite_manager->create( sprite_name );
+ sprite->set_action("normal");
+ }
}
- //Replace sprite
- sprite = sprite_manager->create( sprite_name );
-
}
void
if( !on_ground ){
movement = physic.get_movement(elapsed_time);
}
+ if(sprite->animation_done()) {
+ sprite->set_action("normal");
+ }
}
HitResponse
Trampoline::collision(GameObject& other, const CollisionHit& hit )
{
+ //Tramponine has to be on ground to work.
+ if( !on_ground ){
+ return FORCE_MOVE;
+ }
Player* player = dynamic_cast<Player*> (&other);
if ( player ) {
float vy = player->physic.get_velocity_y();
- //player is falling down on trampolin holding "jump"
- if( hit.top && vy > 0 && player->get_controller()->hold( Controller::JUMP )){
- vy *= VY_FACTOR;
- if( vy < VY_MIN ){
- vy = VY_MIN;
- }
- if( vy > VY_INITIAL ){
- vy = VY_INITIAL;
+ //player is falling down on trampoline
+ if(hit.top && vy > 0) {
+ if(player->get_controller()->hold(Controller::JUMP)) {
+ vy = VY_MIN;
+ } else {
+ vy = VY_INITIAL;
}
player->physic.set_velocity_y( vy );
- //printf("nachher velocity y = %f\n", player->physic.get_velocity_y());
sound_manager->play( TRAMPOLINE_SOUND );
- return SOLID;
+ sprite->set_action("swinging", 1);
+ return FORCE_MOVE;
}
}
-
- return SOLID; //TODO: Nobody should be able to walk through the trampoline.
+ //Fake being solid for moving_object.
+ MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
+ if( moving_object ){
+ if( hit.top ){
+ float inside = moving_object->get_bbox().get_bottom() - get_bbox().get_top();
+ if( inside > 0 ){
+ Vector pos = moving_object->get_pos();
+ pos.y -= inside;
+ moving_object->set_pos( pos );
+ }
+ }
+ CollisionHit hit_other = hit;
+ std::swap(hit_other.left, hit_other.right);
+ std::swap(hit_other.top, hit_other.bottom);
+ moving_object->collision_solid( hit_other );
+ }
+ return FORCE_MOVE;
}
-void
+void
Trampoline::collision_solid( const CollisionHit& hit ){
if( hit.bottom ){
on_ground = true;
}
-}
+}
void
Trampoline::grab( MovingObject&, const Vector& pos, Direction ){
movement = pos - get_pos();
set_group( COLGROUP_DISABLED );
on_ground = true;
+ sprite->set_animation_loops( 0 );
}
void
Trampoline::ungrab(MovingObject& , Direction ){
set_group( COLGROUP_MOVING );
on_ground = false;
- physic.set_velocity_y(0);
+ physic.set_velocity(0, 0);
}