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/powerup.hpp"
18
19#include "audio/sound_manager.hpp"
20#include "math/random.hpp"
21#include "object/player.hpp"
22#include "object/sprite_particle.hpp"
23#include "scripting/level.hpp"
24#include "sprite/sprite.hpp"
25#include "sprite/sprite_manager.hpp"
26#include "supertux/sector.hpp"
27#include "util/reader_mapping.hpp"
28
29PowerUp::PowerUp(const ReaderMapping& mapping) :
30 MovingSprite(mapping, "images/powerups/egg/egg.sprite", LAYER_OBJECTS, COLGROUP_MOVING),
31 physic(),
32 script(),
33 no_physics(),
34 lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
35{
36 mapping.get("script", script, "");
37 mapping.get("disable-physics", no_physics, false);
38 initialize();
39}
40
41PowerUp::PowerUp(const Vector& pos, const std::string& sprite_name_) :
42 MovingSprite(pos, sprite_name_, LAYER_OBJECTS, COLGROUP_MOVING),
43 physic(),
44 script(),
45 no_physics(false),
46 lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
47{
48 initialize();
49}
50
51void
52PowerUp::initialize()
53{
54 physic.enable_gravity(true);
55 SoundManager::current()->preload("sounds/grow.ogg");
56 SoundManager::current()->preload("sounds/fire-flower.wav");
57 SoundManager::current()->preload("sounds/gulp.wav");
58 //set default light for glow effect for standard sprites
59 lightsprite->set_blend(Blend::ADD);
60 lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
61 if (m_sprite_name == "images/powerups/egg/egg.sprite") {
62 lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
63 } else if (m_sprite_name == "images/powerups/fireflower/fireflower.sprite") {
64 lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
65 } else if (m_sprite_name == "images/powerups/iceflower/iceflower.sprite") {
66 lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
67 } else if (m_sprite_name == "images/powerups/airflower/airflower.sprite") {
68 lightsprite->set_color(Color(0.15f, 0.0f, 0.15f));
69 } else if (m_sprite_name == "images/powerups/earthflower/earthflower.sprite") {
70 lightsprite->set_color(Color(0.0f, 0.3f, 0.0f));
71 } else if (m_sprite_name == "images/powerups/star/star.sprite") {
72 lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
73 }
74}
75
76void
77PowerUp::collision_solid(const CollisionHit& hit)
78{
79 if (hit.bottom) {
80 physic.set_velocity_y(0);
81 }
82 if (hit.right || hit.left) {
83 physic.set_velocity_x(-physic.get_velocity_x());
84 }
85}
86
87HitResponse
88PowerUp::collision(GameObject& other, const CollisionHit&)
89{
90 Player* player = dynamic_cast<Player*>(&other);
91 if (player == nullptr)
92 return FORCE_MOVE;
93
94 if (m_sprite_name == "images/powerups/potions/blue-potion.sprite" ||
95 m_sprite_name == "images/powerups/potions/red-potion.sprite") {
96 SoundManager::current()->play("sounds/gulp.wav");
97 }
98
99 if (!script.empty()) {
100 Sector::get().run_script(script, "powerup-script");
101 remove_me();
102 return ABORT_MOVE;
103 }
104
105 // some defaults if no script has been set
106 if (m_sprite_name == "images/powerups/egg/egg.sprite") {
107 if (!player->add_bonus(GROWUP_BONUS, true))
108 return FORCE_MOVE;
109 SoundManager::current()->play("sounds/grow.ogg");
110 } else if (m_sprite_name == "images/powerups/fireflower/fireflower.sprite") {
111 if (!player->add_bonus(FIRE_BONUS, true))
112 return FORCE_MOVE;
113 SoundManager::current()->play("sounds/fire-flower.wav");
114 } else if (m_sprite_name == "images/powerups/iceflower/iceflower.sprite") {
115 if (!player->add_bonus(ICE_BONUS, true))
116 return FORCE_MOVE;
117 SoundManager::current()->play("sounds/fire-flower.wav");
118 } else if (m_sprite_name == "images/powerups/airflower/airflower.sprite") {
119 if (!player->add_bonus(AIR_BONUS, true))
120 return FORCE_MOVE;
121 SoundManager::current()->play("sounds/fire-flower.wav");
122 } else if (m_sprite_name == "images/powerups/earthflower/earthflower.sprite") {
123 if (!player->add_bonus(EARTH_BONUS, true))
124 return FORCE_MOVE;
125 SoundManager::current()->play("sounds/fire-flower.wav");
126 } else if (m_sprite_name == "images/powerups/star/star.sprite") {
127 player->make_invincible();
128 } else if (m_sprite_name == "images/powerups/1up/1up.sprite") {
129 player->get_status().add_coins(100);
130 } else if (m_sprite_name == "images/powerups/potions/red-potion.sprite") {
131 scripting::Level_flip_vertically();
132 }
133
134 remove_me();
135 return ABORT_MOVE;
136}
137
138void
139PowerUp::update(float dt_sec)
140{
141 if (!no_physics)
142 m_col.m_movement = physic.get_movement(dt_sec);
143 //Stars sparkle when close to Tux
144 if (m_sprite_name == "images/powerups/star/star.sprite"){
145 if (auto* player = Sector::get().get_nearest_player(m_col.m_bbox)) {
146 float disp_x = player->get_bbox().get_left() - m_col.m_bbox.get_left();
147 float disp_y = player->get_bbox().get_top() - m_col.m_bbox.get_top();
148 if (disp_x*disp_x + disp_y*disp_y <= 256*256)
149 {
150 if (graphicsRandom.rand(0, 2) == 0) {
151 float px = graphicsRandom.randf(m_col.m_bbox.get_left() * 1.0f, m_col.m_bbox.get_right() * 1.0f);
152 float py = graphicsRandom.randf(m_col.m_bbox.get_top() * 1.0f, m_col.m_bbox.get_bottom() * 1.0f);
153 Vector ppos = Vector(px, py);
154 Vector pspeed = Vector(0, 0);
155 Vector paccel = Vector(0, 0);
156 Sector::get().add<SpriteParticle>(
157 "images/objects/particles/sparkle.sprite",
158 // draw bright sparkles when very close to Tux, dark sparkles when slightly further
159 (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
160 // make every other a longer sparkle to make trail a bit fuzzy
161 (size_t(g_game_time*20)%2) ? "small" : "medium" : "dark",
162 ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5);
163 }
164 }
165 }
166 }
167}
168
169void
170PowerUp::draw(DrawingContext& context)
171{
172 m_sprite->draw(context.color(), get_pos(), m_layer);
173
174 // Stars are brighter
175 if (m_sprite_name == "images/powerups/star/star.sprite")
176 {
177 m_sprite->draw(context.color(), get_pos(), m_layer);
178 }
179
180 lightsprite->draw(context.light(), m_col.m_bbox.get_middle(), 0);
181}
182
183ObjectSettings
184PowerUp::get_settings()
185{
186 ObjectSettings result = MovingSprite::get_settings();
187
188 result.add_script(_("Script"), &script, "script");
189 result.add_bool(_("Disable gravity"), &no_physics, "disable-physics", false);
190
191 result.reorder({"script", "disable-physics", "sprite", "x", "y"});
192
193 return result;
194}
195
196/* EOF */
197