00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017 #include "object/scripted_object.hpp"
00018
00019 #include <stdio.h>
00020
00021 #include "scripting/squirrel_util.hpp"
00022 #include "sprite/sprite.hpp"
00023 #include "supertux/object_factory.hpp"
00024 #include "util/reader.hpp"
00025
00026 ScriptedObject::ScriptedObject(const Reader& lisp) :
00027 MovingSprite(lisp, LAYER_OBJECTS, COLGROUP_MOVING_STATIC),
00028 physic(),
00029 name(),
00030 solid(true),
00031 physic_enabled(true),
00032 visible(true),
00033 new_vel_set(false),
00034 new_vel()
00035 {
00036 lisp.get("name", name);
00037 if(name == "")
00038 throw std::runtime_error("Scripted object must have a name specified");
00039
00040
00041 float width = sprite->get_width();
00042 float height = sprite->get_height();
00043 lisp.get("width", width);
00044 lisp.get("height", height);
00045 bbox.set_size(width, height);
00046
00047 lisp.get("solid", solid);
00048 lisp.get("physic-enabled", physic_enabled);
00049 lisp.get("visible", visible);
00050 layer = reader_get_layer (lisp, LAYER_OBJECTS);
00051 if( solid ){
00052 set_group( COLGROUP_MOVING_STATIC );
00053 } else {
00054 set_group( COLGROUP_DISABLED );
00055 }
00056 }
00057
00058 void
00059 ScriptedObject::expose(HSQUIRRELVM vm, SQInteger table_idx)
00060 {
00061 if (name.empty()) return;
00062 expose_object(vm, table_idx, dynamic_cast<scripting::ScriptedObject *>(this), name, false);
00063 }
00064
00065 void
00066 ScriptedObject::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
00067 {
00068 if (name.empty()) return;
00069 scripting::unexpose_object(vm, table_idx, name);
00070 }
00071
00072 void
00073 ScriptedObject::move(float x, float y)
00074 {
00075 bbox.move(Vector(x, y));
00076 }
00077
00078 void
00079 ScriptedObject::set_pos(float x, float y)
00080 {
00081 printf("SetPos: %f %f\n", x, y);
00082 bbox.set_pos(Vector(x, y));
00083 physic.reset();
00084 }
00085
00086 float
00087 ScriptedObject::get_pos_x()
00088 {
00089 return get_pos().x;
00090 }
00091
00092 float
00093 ScriptedObject::get_pos_y()
00094 {
00095 return get_pos().y;
00096 }
00097
00098 void
00099 ScriptedObject::set_velocity(float x, float y)
00100 {
00101 new_vel = Vector(x, y);
00102 new_vel_set = true;
00103 }
00104
00105 float
00106 ScriptedObject::get_velocity_x()
00107 {
00108 return physic.get_velocity_x();
00109 }
00110
00111 float
00112 ScriptedObject::get_velocity_y()
00113 {
00114 return physic.get_velocity_y();
00115 }
00116
00117 void
00118 ScriptedObject::set_visible(bool visible)
00119 {
00120 this->visible = visible;
00121 }
00122
00123 bool
00124 ScriptedObject::is_visible()
00125 {
00126 return visible;
00127 }
00128
00129 void
00130 ScriptedObject::set_solid(bool solid)
00131 {
00132 this->solid = solid;
00133 if( solid ){
00134 set_group( COLGROUP_MOVING_STATIC );
00135 } else {
00136 set_group( COLGROUP_DISABLED );
00137 }
00138 }
00139
00140 bool
00141 ScriptedObject::is_solid()
00142 {
00143 return solid;
00144 }
00145
00146 void
00147 ScriptedObject::set_action(const std::string& animation)
00148 {
00149 sprite->set_action(animation);
00150 }
00151
00152 std::string
00153 ScriptedObject::get_action()
00154 {
00155 return sprite->get_action();
00156 }
00157
00158 std::string
00159 ScriptedObject::get_name()
00160 {
00161 return name;
00162 }
00163
00164 void
00165 ScriptedObject::update(float elapsed_time)
00166 {
00167 if(!physic_enabled)
00168 return;
00169
00170 if(new_vel_set) {
00171 physic.set_velocity(new_vel.x, new_vel.y);
00172 new_vel_set = false;
00173 }
00174 movement = physic.get_movement(elapsed_time);
00175 }
00176
00177 void
00178 ScriptedObject::draw(DrawingContext& context)
00179 {
00180 if(!visible)
00181 return;
00182
00183 sprite->draw(context, get_pos(), layer);
00184 }
00185
00186 void
00187 ScriptedObject::collision_solid(const CollisionHit& hit)
00188 {
00189 if(!physic_enabled)
00190 return;
00191
00192 if(hit.bottom) {
00193 if(physic.get_velocity_y() > 0)
00194 physic.set_velocity_y(0);
00195 } else if(hit.top) {
00196 physic.set_velocity_y(.1f);
00197 }
00198
00199 if(hit.left || hit.right) {
00200 physic.set_velocity_x(0);
00201 }
00202 }
00203
00204 HitResponse
00205 ScriptedObject::collision(GameObject& , const CollisionHit& )
00206 {
00207 return FORCE_MOVE;
00208 }
00209
00210