add_object(new DisplayEffect("Effect"));
add_object(new TextObject("Text"));
+ sound_manager->preload("sounds/shoot.wav");
+
// create a new squirrel table for the sector
using namespace Scripting;
// lava or lavaflow
if ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) {
// space lights a bit
- if (((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y))
- && (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y))
+ if ((((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y))
+ && (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y)))
|| ((x % 3 == 0) && (y % 3 == 0))) {
float pseudo_rnd = (float)((int)pos.x % 10) / 10;
add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
/** r1 is supposed to be moving, r2 a solid object */
void check_collisions(collision::Constraints* constraints,
const Vector& movement, const Rect& r1, const Rect& r2,
- GameObject* object = NULL, MovingObject* other = NULL)
+ GameObject* object = NULL, MovingObject* other = NULL, const Vector& addl_ground_movement = Vector(0,0))
{
if(!collision::intersects(r1, r2))
return;
}
}
+ constraints->ground_movement += addl_ground_movement;
if(other != NULL) {
HitResponse response = other->collision(*object, dummy);
if(response == PASSTHROUGH)
if(other->get_movement() != Vector(0, 0)) {
// TODO what todo when we collide with 2 moving objects?!?
- constraints->ground_movement = other->get_movement();
+ constraints->ground_movement += other->get_movement();
}
}
Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
triangle = AATriangle(p1, p2, tile->getData());
- collision::rectangle_aatriangle(constraints, dest, triangle);
+ collision::rectangle_aatriangle(constraints, dest, triangle, solids->get_movement());
} else { // normal rectangular tile
Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
- check_collisions(constraints, movement, dest, rect);
+ check_collisions(constraints, movement, dest, rect, NULL, NULL, solids->get_movement());
}
}
}
sound_manager->play_music(music);
break;
case HERRING_MUSIC:
- sound_manager->play_music("music/salcon.ogg");
+ sound_manager->play_music("music/invincible.ogg");
break;
case HERRING_WARNING_MUSIC:
sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
{
return ambient_light.blue;
}
+
+void
+Sector::set_gravity(float gravity)
+{
+ log_warning << "Changing a Sector's gravitational constant might have unforseen side-effects" << std::endl;
+
+ this->gravity = gravity;
+
+ for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) {
+ GameObject* game_object = *i;
+ if(!game_object) continue;
+ if(!game_object->is_valid()) continue;
+ UsesPhysic *physics_object = dynamic_cast<UsesPhysic*>(game_object);
+ if (!physics_object) continue;
+
+ physics_object->physic.set_gravity(gravity);
+ }
+}
+