Block Class Reference

#include <block.hpp>

Inherits MovingObject.

Inherited by BonusBlock, Brick, InfoBlock, and InvisibleBlock.

List of all members.

Public Member Functions

 Block (SpritePtr sprite)
 ~Block ()
virtual HitResponse collision (GameObject &other, const CollisionHit &hit)
 this function is called when the object collided with any other object
virtual void update (float elapsed_time)
 This function is called once per frame and allows the object to update it's state.
virtual void draw (DrawingContext &context)
 The GameObject should draw itself onto the provided DrawingContext if this function is called.

Protected Member Functions

virtual void hit (Player &player)=0
void start_bounce (GameObject *hitter)
void start_break (GameObject *hitter)
void break_me ()

Protected Attributes

SpritePtr sprite
bool bouncing
bool breaking
float bounce_dir
float bounce_offset
float original_y

Private Member Functions

 Block (const Block &)
Blockoperator= (const Block &)

Friends

class FlipLevelTransformer


Detailed Description

Definition at line 28 of file block.hpp.


Constructor & Destructor Documentation

Block::Block ( SpritePtr  sprite  ) 

Definition at line 33 of file block.cpp.

References MovingObject::bbox, COLGROUP_STATIC, SoundManager::preload(), MovingObject::set_group(), Rectf::set_size(), and sound_manager.

00033                                 :
00034   sprite(newsprite), 
00035   bouncing(false), 
00036   breaking(false), 
00037   bounce_dir(0), 
00038   bounce_offset(0), 
00039   original_y(-1)
00040 {
00041   bbox.set_size(32, 32.1f);
00042   set_group(COLGROUP_STATIC);
00043   sound_manager->preload("sounds/upgrade.wav");
00044   sound_manager->preload("sounds/brick.wav");
00045 }

Block::~Block (  ) 

Definition at line 47 of file block.cpp.

00048 {
00049 }

Block::Block ( const Block  )  [private]


Member Function Documentation

HitResponse Block::collision ( GameObject other,
const CollisionHit hit 
) [virtual]

this function is called when the object collided with any other object

Implements MovingObject.

Reimplemented in BonusBlock, Brick, and InvisibleBlock.

Definition at line 52 of file block.cpp.

References bouncing, Coin::collect(), GrowUp::do_jump(), FORCE_MOVE, MovingObject::get_bbox(), Rectf::get_bottom(), Rectf::get_top(), hit(), Portable::is_portable(), BadGuy::kill_fall(), and SHIFT_DELTA.

Referenced by InvisibleBlock::collision(), Brick::collision(), and BonusBlock::collision().

00053 {
00054   Player* player = dynamic_cast<Player*> (&other);
00055   if(player) {
00056     if(player->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
00057       hit(*player);
00058     }
00059   }
00060 
00061   // only interact with other objects if...
00062   //   1) we are bouncing
00063   //   2) the object is not portable (either never or not currently)
00064   //   3) the object is being hit from below (baguys don't get killed for activating boxes)
00065   Portable* portable = dynamic_cast<Portable*> (&other);
00066   MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
00067   bool is_portable = ((portable != 0) && portable->is_portable());
00068   bool hit_mo_from_below = ((moving_object == 0) || (moving_object->get_bbox().get_bottom() < (get_bbox().get_top() + SHIFT_DELTA)));
00069   if(bouncing && !is_portable && hit_mo_from_below) {
00070 
00071     // Badguys get killed
00072     BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
00073     if(badguy) {
00074       badguy->kill_fall();
00075     }
00076 
00077     // Coins get collected
00078     Coin* coin = dynamic_cast<Coin*> (&other);
00079     if(coin) {
00080       coin->collect();
00081     }
00082     
00083     //Eggs get jumped
00084     GrowUp* growup = dynamic_cast<GrowUp*> (&other);
00085     if(growup) {
00086       growup->do_jump();
00087     }
00088 
00089   }
00090 
00091   return FORCE_MOVE;
00092 }

void Block::update ( float  elapsed_time  )  [virtual]

This function is called once per frame and allows the object to update it's state.

The elapsed_time is the time since the last frame in seconds and should be the base for all timed calculations (don't use SDL_GetTicks directly as this will fail in pause mode)

Implements GameObject.

Reimplemented in InfoBlock.

Definition at line 95 of file block.cpp.

References bounce_dir, bouncing, BOUNCY_BRICK_MAX_OFFSET, BOUNCY_BRICK_SPEED, break_me(), breaking, MovingObject::get_pos(), MovingObject::movement, original_y, sprite, and Vector::y.

Referenced by InfoBlock::update().

00096 {
00097   if(!bouncing)
00098     return;
00099 
00100   float offset = original_y - get_pos().y;
00101   if(offset > BOUNCY_BRICK_MAX_OFFSET) {
00102     bounce_dir = BOUNCY_BRICK_SPEED;
00103     movement = Vector(0, bounce_dir * elapsed_time);
00104     if(breaking){
00105       break_me();
00106     }
00107   } else if(offset < BOUNCY_BRICK_SPEED * elapsed_time && bounce_dir > 0) {
00108     movement = Vector(0, offset);
00109     bounce_dir = 0;
00110     bouncing = false;
00111     sprite->set_angle(0);
00112   } else {
00113     movement = Vector(0, bounce_dir * elapsed_time);
00114   }
00115 }

void Block::draw ( DrawingContext context  )  [virtual]

The GameObject should draw itself onto the provided DrawingContext if this function is called.

Implements GameObject.

Reimplemented in InfoBlock, and InvisibleBlock.

Definition at line 118 of file block.cpp.

References MovingObject::get_pos(), LAYER_OBJECTS, and sprite.

Referenced by InfoBlock::draw().

00119 {
00120   sprite->draw(context, get_pos(), LAYER_OBJECTS+1);
00121 }

virtual void Block::hit ( Player player  )  [protected, pure virtual]

Implemented in BonusBlock, Brick, InfoBlock, and InvisibleBlock.

Referenced by collision().

void Block::start_bounce ( GameObject hitter  )  [protected]

Definition at line 124 of file block.cpp.

References MovingObject::bbox, bounce_dir, bounce_offset, bouncing, BOUNCY_BRICK_SPEED, BUMP_ROTATION_ANGLE, MovingObject::get_bbox(), Rectf::get_middle(), Rectf::get_width(), original_y, Rectf::p1, sprite, Vector::x, and Vector::y.

Referenced by InvisibleBlock::hit(), InfoBlock::hit(), start_break(), Brick::try_break(), and BonusBlock::try_open().

00125 {
00126   if(original_y == -1){
00127     original_y = bbox.p1.y;
00128   }
00129   bouncing = true;
00130   bounce_dir = -BOUNCY_BRICK_SPEED;
00131   bounce_offset = 0;
00132 
00133   MovingObject* hitter_mo = dynamic_cast<MovingObject*>(hitter);
00134   if (hitter_mo) {
00135     float center_of_hitter = hitter_mo->get_bbox().get_middle().x;
00136     float offset = (get_bbox().get_middle().x - center_of_hitter)*2 / get_bbox().get_width();
00137     sprite->set_angle(BUMP_ROTATION_ANGLE*offset);
00138   }
00139 }

void Block::start_break ( GameObject hitter  )  [protected]

Definition at line 142 of file block.cpp.

References breaking, and start_bounce().

Referenced by Brick::try_break().

00143 {
00144   start_bounce(hitter);
00145   breaking = true;
00146 }

void Block::break_me (  )  [protected]

Definition at line 221 of file bonus_block.cpp.

References Sector::add_object(), Sector::current(), MovingObject::get_pos(), GameObject::remove_me(), and sprite.

Referenced by Brick::try_break(), and update().

00222 {
00223   Sector* sector = Sector::current();
00224   sector->add_object(
00225     new BrokenBrick(sprite->clone(), get_pos(), Vector(-100, -400)));
00226   sector->add_object(
00227     new BrokenBrick(sprite->clone(), get_pos() + Vector(0, 16),
00228                     Vector(-150, -300)));
00229   sector->add_object(
00230     new BrokenBrick(sprite->clone(), get_pos() + Vector(16, 0),
00231                     Vector(100, -400)));
00232   sector->add_object(
00233     new BrokenBrick(sprite->clone(), get_pos() + Vector(16, 16),
00234                     Vector(150, -300)));
00235   remove_me();
00236 }

Block& Block::operator= ( const Block  )  [private]


Friends And Related Function Documentation

friend class FlipLevelTransformer [friend]

Definition at line 39 of file block.hpp.


Member Data Documentation

SpritePtr Block::sprite [protected]

Definition at line 46 of file block.hpp.

Referenced by BonusBlock::BonusBlock(), break_me(), InvisibleBlock::draw(), draw(), InvisibleBlock::hit(), Brick::hit(), start_bounce(), Brick::try_break(), BonusBlock::try_open(), and update().

bool Block::bouncing [protected]

Definition at line 47 of file block.hpp.

Referenced by collision(), start_bounce(), and update().

bool Block::breaking [protected]

Definition at line 48 of file block.hpp.

Referenced by start_break(), and update().

float Block::bounce_dir [protected]

Definition at line 49 of file block.hpp.

Referenced by start_bounce(), and update().

float Block::bounce_offset [protected]

Definition at line 50 of file block.hpp.

Referenced by start_bounce().

float Block::original_y [protected]

Definition at line 51 of file block.hpp.

Referenced by InfoBlock::draw(), start_bounce(), FlipLevelTransformer::transform_block(), and update().


The documentation for this class was generated from the following files:
Generated on Mon Apr 14 03:38:32 2014 for SuperTux by  doxygen 1.5.1