-// $Id$
-//
-// SuperTux
+// SuperTux - Unstable Tile
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
+// Copyright (C) 2010 Florian Forster <supertux at octo.it>
//
-// 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.
-
-#ifndef __UNSTABLE_TILE_H__
-#define __UNSTABLE_TILE_H__
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include "moving_object.hpp"
-#include "lisp/lisp.hpp"
-#include "physic.hpp"
-#include "timer.hpp"
+#ifndef HEADER_SUPERTUX_OBJECT_UNSTABLE_TILE_HPP
+#define HEADER_SUPERTUX_OBJECT_UNSTABLE_TILE_HPP
-class Sprite;
-class Player;
+#include "object/moving_sprite.hpp"
+#include "supertux/physic.hpp"
+#include "supertux/timer.hpp"
-/** A tile that starts falling down if tux stands to long on it */
-class UnstableTile : public MovingObject
+/**
+ * A block that disintegrates when stood on
+ */
+class UnstableTile : public MovingSprite
{
public:
- UnstableTile(const lisp::Lisp& lisp);
- ~UnstableTile();
+ UnstableTile(const Reader& lisp);
HitResponse collision(GameObject& other, const CollisionHit& hit);
void update(float elapsed_time);
- void draw(DrawingContext& context);
private:
+ enum State {
+ STATE_NORMAL, /**< default state */
+ STATE_SHAKE, /**< shaking, still solid */
+ STATE_DISSOLVE, /**< dissolving, will turn non-solid after this */
+ STATE_SLOWFALL, /**< slow fall phase (used when neither shaking nor dissolving exist */
+ STATE_FALL /**< falling down */
+ };
+
+ void startCrumbling();
+
+private:
+ void shake (void);
+ void dissolve (void);
+ void fall_down (void);
+ void slow_fall (void);
+
Physic physic;
- Sprite* sprite;
- Timer timer;
- bool hit;
- bool falling;
+ State state;
+ float slowfall_timer;
};
#endif
+/* EOF */