1 | // SuperTux |
2 | // Copyright (C) 2006 Matthias Braun <matze@braunis.de> |
3 | // |
4 | // This program is free software: you can redistribute it and/or modify |
5 | // it under the terms of the GNU General Public License as published by |
6 | // the Free Software Foundation, either version 3 of the License, or |
7 | // (at your option) any later version. |
8 | // |
9 | // This program is distributed in the hope that it will be useful, |
10 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
11 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
12 | // GNU General Public License for more details. |
13 | // |
14 | // You should have received a copy of the GNU General Public License |
15 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
16 | |
17 | #include "object/invisible_block.hpp" |
18 | |
19 | #include "audio/sound_manager.hpp" |
20 | #include "editor/editor.hpp" |
21 | #include "object/player.hpp" |
22 | #include "sprite/sprite.hpp" |
23 | #include "sprite/sprite_manager.hpp" |
24 | #include "supertux/constants.hpp" |
25 | |
26 | InvisibleBlock::InvisibleBlock(const Vector& pos) : |
27 | Block(SpriteManager::current()->create("images/objects/bonus_block/invisibleblock.sprite" )), |
28 | visible(false) |
29 | { |
30 | m_col.m_bbox.set_pos(pos); |
31 | SoundManager::current()->preload("sounds/brick.wav" ); |
32 | m_sprite->set_action("default-editor" ); |
33 | } |
34 | |
35 | InvisibleBlock::InvisibleBlock(const ReaderMapping& mapping) : |
36 | Block(mapping, "images/objects/bonus_block/invisibleblock.sprite" ), |
37 | visible(false) |
38 | { |
39 | SoundManager::current()->preload("sounds/brick.wav" ); |
40 | } |
41 | |
42 | void |
43 | InvisibleBlock::draw(DrawingContext& context) |
44 | { |
45 | if (visible || Editor::is_active()) |
46 | m_sprite->draw(context.color(), get_pos(), LAYER_OBJECTS); |
47 | } |
48 | |
49 | bool |
50 | InvisibleBlock::collides(GameObject& other, const CollisionHit& ) const |
51 | { |
52 | if (visible) |
53 | return true; |
54 | |
55 | // if we're not visible, only register a collision if this will make us visible |
56 | auto player = dynamic_cast<Player*> (&other); |
57 | if ((player) |
58 | && (player->get_movement().y <= 0) |
59 | && (player->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA)) { |
60 | return true; |
61 | } |
62 | |
63 | return false; |
64 | } |
65 | |
66 | HitResponse |
67 | InvisibleBlock::collision(GameObject& other, const CollisionHit& hit_) |
68 | { |
69 | return Block::collision(other, hit_); |
70 | } |
71 | |
72 | void |
73 | InvisibleBlock::hit(Player& player) |
74 | { |
75 | SoundManager::current()->play("sounds/brick.wav" ); |
76 | |
77 | if (visible) |
78 | return; |
79 | |
80 | m_sprite->set_action("empty" ); |
81 | start_bounce(&player); |
82 | set_group(COLGROUP_STATIC); |
83 | visible = true; |
84 | } |
85 | |
86 | /* EOF */ |
87 | |