1// SuperTux - MagicBlock
2//
3// Magic Blocks are tile-like game objects that are sensitive to
4// lighting conditions. They are rendered in a color and
5// will only be solid as long as light of the same color shines
6// on the block.
7//
8// Copyright (C) 2006 Wolfgang Becker <uafr@gmx.de>
9//
10// This program is free software: you can redistribute it and/or modify
11// it under the terms of the GNU General Public License as published by
12// the Free Software Foundation, either version 3 of the License, or
13// (at your option) any later version.
14//
15// This program is distributed in the hope that it will be useful,
16// but WITHOUT ANY WARRANTY; without even the implied warranty of
17// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
18// GNU General Public License for more details.
19//
20// You should have received a copy of the GNU General Public License
21// along with this program. If not, see <http://www.gnu.org/licenses/>.
22
23#include "object/magicblock.hpp"
24
25#include "editor/editor.hpp"
26#include "object/camera.hpp"
27#include "sprite/sprite.hpp"
28#include "supertux/constants.hpp"
29#include "supertux/sector.hpp"
30#include "util/reader_mapping.hpp"
31#include "video/video_system.hpp"
32#include "video/viewport.hpp"
33
34namespace {
35
36const float MIN_INTENSITY = 0.8f;
37const float ALPHA_SOLID = 0.7f;
38const float ALPHA_NONSOLID = 0.3f;
39const float MIN_SOLIDTIME = 1.0f;
40const float SWITCH_DELAY = 0.06f; /**< seconds to wait for stable conditions until switching solidity */
41
42} // namespace
43
44MagicBlock::MagicBlock(const ReaderMapping& mapping) :
45 MovingSprite(mapping, "images/objects/magicblock/magicblock.sprite"),
46 m_is_solid(false),
47 m_trigger_red(),
48 m_trigger_green(),
49 m_trigger_blue(),
50 m_solid_time(0),
51 m_switch_delay(0),
52 m_solid_box(),
53 m_color(),
54 m_light(std::make_shared<Color>(1.0f,1.0f,1.0f)),
55 m_center(),
56 m_black()
57{
58 set_group(COLGROUP_STATIC);
59
60 std::vector<float> vColor;
61 if (mapping.get("color", vColor )) {
62 m_color = Color( vColor );
63 } else {
64 m_color = Color(0, 0, 0);
65 }
66
67 if (!Editor::is_active()) {
68 // all alpha to make the sprite still visible
69 m_color.alpha = ALPHA_SOLID;
70
71 // set trigger
72 if (m_color.red == 0 && m_color.green == 0 && m_color.blue == 0) { // is it black?
73 m_black = true;
74 m_trigger_red = MIN_INTENSITY;
75 m_trigger_green = MIN_INTENSITY;
76 m_trigger_blue = MIN_INTENSITY;
77 } else {
78 m_black = false;
79 m_trigger_red = m_color.red;
80 m_trigger_green = m_color.green;
81 m_trigger_blue = m_color.blue;
82 }
83 }
84
85 m_center = m_col.m_bbox.get_middle();
86 m_solid_box = Rectf(m_col.m_bbox.get_left() + SHIFT_DELTA, m_col.m_bbox.get_top() + SHIFT_DELTA, m_col.m_bbox.get_right() - SHIFT_DELTA, m_col.m_bbox.get_bottom() - SHIFT_DELTA);
87}
88
89ObjectSettings
90MagicBlock::get_settings()
91{
92 ObjectSettings result = MovingSprite::get_settings();
93
94 result.add_rgb(_("Color"), &m_color, "color", Color::BLACK);
95
96 result.reorder({"color", "x", "y"});
97
98 return result;
99}
100
101void
102MagicBlock::after_editor_set()
103{
104 if (m_color.red == 0 && m_color.green == 0 && m_color.blue == 0) { //is it black?
105 m_black = true;
106 m_trigger_red = MIN_INTENSITY;
107 m_trigger_green = MIN_INTENSITY;
108 m_trigger_blue = MIN_INTENSITY;
109 } else {
110 m_black = false;
111 m_trigger_red = m_color.red;
112 m_trigger_green = m_color.green;
113 m_trigger_blue = m_color.blue;
114 }
115 m_sprite->set_color(m_color);
116}
117
118void
119MagicBlock::update(float dt_sec)
120{
121 // Check if center of this block is on screen.
122 // Don't update if not, because there is no light off screen.
123 float screen_left = Sector::get().get_camera().get_translation().x;
124 float screen_top = Sector::get().get_camera().get_translation().y;
125 float screen_right = screen_left + static_cast<float>(SCREEN_WIDTH);
126 float screen_bottom = screen_top + static_cast<float>(SCREEN_HEIGHT);
127 if ((m_center.x > screen_right ) || (m_center.y > screen_bottom) ||
128 (m_center.x < screen_left) || (m_center.y < screen_top)) {
129 m_switch_delay = SWITCH_DELAY;
130 return;
131 }
132
133 bool lighting_ok;
134 if (m_black) {
135 lighting_ok = (m_light->red >= m_trigger_red ||
136 m_light->green >= m_trigger_green ||
137 m_light->blue >= m_trigger_blue);
138 } else {
139 lighting_ok = (m_light->red >= m_trigger_red &&
140 m_light->green >= m_trigger_green &&
141 m_light->blue >= m_trigger_blue);
142 }
143
144 // overrule lighting_ok if switch_delay has not yet passed
145 if (lighting_ok == m_is_solid) {
146 m_switch_delay = SWITCH_DELAY;
147 } else {
148 if (m_switch_delay > 0) {
149 lighting_ok = m_is_solid;
150 m_switch_delay -= dt_sec;
151 }
152 }
153
154 if (lighting_ok) {
155 // lighting suggests going solid
156
157 if (!m_is_solid) {
158 if (Sector::get().is_free_of_movingstatics(m_solid_box, this)) {
159 m_is_solid = true;
160 m_solid_time = 0;
161 m_switch_delay = SWITCH_DELAY;
162 }
163 }
164 } else {
165 // lighting suggests going nonsolid
166
167 if ( m_solid_time >= MIN_SOLIDTIME ){
168 m_is_solid = false;
169 }
170 }
171
172 // Update Sprite.
173 if (m_is_solid) {
174 m_solid_time+=dt_sec;
175 m_color.alpha = ALPHA_SOLID;
176 m_sprite->set_action("solid");
177 set_group(COLGROUP_STATIC);
178 } else {
179 m_color.alpha = ALPHA_NONSOLID;
180 m_sprite->set_action("normal");
181 set_group(COLGROUP_DISABLED);
182 }
183}
184
185void
186MagicBlock::draw(DrawingContext& context)
187{
188 // Ask for update about lightmap at center of this block
189 context.light().get_pixel(m_center, m_light);
190
191 MovingSprite::draw(context);
192 context.color().draw_filled_rect(m_col.m_bbox, m_color, m_layer);
193}
194
195bool
196MagicBlock::collides(GameObject& /*other*/, const CollisionHit& /*hit*/) const
197{
198 return m_is_solid;
199}
200
201HitResponse
202MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
203{
204 return FORCE_MOVE;
205}
206
207/* EOF */
208