//
// 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 to to VY_INITIAL, if
+/* 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";
float vy = player->physic.get_velocity_y();
//player is falling down on trampoline
if(hit.top && vy > 0) {
- if(player->get_controller()->hold(Controller::JUMP)) {
+ if(player->get_controller()->hold(Controller::JUMP)) {
vy = VY_MIN;
} else {
vy = VY_INITIAL;
return FORCE_MOVE;
}
}
- //Fake being solid for moving_object.
+ //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 );
+ pos.y -= inside;
+ moving_object->set_pos( pos );
}
}
CollisionHit hit_other = hit;
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 ){