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- // SuperTux - MagicBlock
- //
- // Magic Blocks are tile-like game objects that are sensitive to
- // lighting conditions. They are rendered in a color and
- // will only be solid as long as light of the same color shines
- // on the block.
- //
- // Copyright (C) 2006 Wolfgang Becker <uafr@gmx.de>
- //
- // This program is free software: you can redistribute it and/or modify
- // it under the terms of the GNU General Public License as published by
- // the Free Software Foundation, either version 3 of the License, or
- // (at your option) any later version.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License
- // along with this program. If not, see <http://www.gnu.org/licenses/>.
- #include "object/magicblock.hpp"
- #include "editor/editor.hpp"
- #include "object/camera.hpp"
- #include "sprite/sprite.hpp"
- #include "supertux/constants.hpp"
- #include "supertux/flip_level_transformer.hpp"
- #include "supertux/sector.hpp"
- #include "util/reader_mapping.hpp"
- #include "video/video_system.hpp"
- #include "video/viewport.hpp"
- namespace {
- const float MIN_INTENSITY = 0.8f;
- const float ALPHA_SOLID = 0.7f;
- const float ALPHA_NONSOLID = 0.3f;
- const float MIN_SOLIDTIME = 1.0f;
- const float SWITCH_DELAY = 0.0f; /**< seconds to wait for stable conditions until switching solidity */
- } // namespace
- MagicBlock::MagicBlock(const ReaderMapping& mapping) :
- MovingSprite(mapping, "images/objects/magicblock/magicblock.sprite"),
- m_is_solid(false),
- m_trigger_red(),
- m_trigger_green(),
- m_trigger_blue(),
- m_solid_time(0),
- m_switch_delay(0),
- m_solid_box(),
- m_color(),
- m_light(std::make_shared<Color>(1.0f,1.0f,1.0f)),
- m_center(0.0f, 0.0f),
- m_black()
- {
- set_group(COLGROUP_STATIC);
- std::vector<float> vColor;
- if (mapping.get("color", vColor )) {
- m_color = Color( vColor );
- } else {
- m_color = Color(0, 0, 0);
- }
- if (!Editor::is_active()) {
- // all alpha to make the sprite still visible
- m_color.alpha = ALPHA_SOLID;
- // set trigger
- if (m_color.red == 0 && m_color.green == 0 && m_color.blue == 0) { // is it black?
- m_black = true;
- m_trigger_red = MIN_INTENSITY;
- m_trigger_green = MIN_INTENSITY;
- m_trigger_blue = MIN_INTENSITY;
- } else {
- m_black = false;
- m_trigger_red = m_color.red;
- m_trigger_green = m_color.green;
- m_trigger_blue = m_color.blue;
- }
- }
- m_center = m_col.m_bbox.get_middle();
- 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);
- }
- ObjectSettings
- MagicBlock::get_settings()
- {
- ObjectSettings result = MovingSprite::get_settings();
- result.add_rgb(_("Color"), &m_color, "color", Color::BLACK);
- result.reorder({"color", "x", "y"});
- return result;
- }
- void
- MagicBlock::after_editor_set()
- {
- MovingSprite::after_editor_set();
- if (m_color.red == 0 && m_color.green == 0 && m_color.blue == 0) { //is it black?
- m_black = true;
- m_trigger_red = MIN_INTENSITY;
- m_trigger_green = MIN_INTENSITY;
- m_trigger_blue = MIN_INTENSITY;
- } else {
- m_black = false;
- m_trigger_red = m_color.red;
- m_trigger_green = m_color.green;
- m_trigger_blue = m_color.blue;
- }
- m_sprite->set_color(m_color);
- }
- void
- MagicBlock::update(float dt_sec)
- {
- // Check if center of this block is on screen.
- // Don't update if not, because there is no light off screen.
- float screen_left = Sector::get().get_camera().get_translation().x;
- float screen_top = Sector::get().get_camera().get_translation().y;
- float screen_right = screen_left + static_cast<float>(SCREEN_WIDTH);
- float screen_bottom = screen_top + static_cast<float>(SCREEN_HEIGHT);
- if ((m_center.x > screen_right ) || (m_center.y > screen_bottom) ||
- (m_center.x < screen_left) || (m_center.y < screen_top)) {
- m_switch_delay = SWITCH_DELAY;
- return;
- }
- bool lighting_ok;
- if (m_black) {
- lighting_ok = (m_light->red >= m_trigger_red ||
- m_light->green >= m_trigger_green ||
- m_light->blue >= m_trigger_blue);
- } else {
- lighting_ok = (m_light->red >= m_trigger_red &&
- m_light->green >= m_trigger_green &&
- m_light->blue >= m_trigger_blue);
- }
- // overrule lighting_ok if switch_delay has not yet passed
- if (lighting_ok == m_is_solid) {
- m_switch_delay = SWITCH_DELAY;
- } else {
- if (m_switch_delay > 0) {
- lighting_ok = m_is_solid;
- m_switch_delay -= dt_sec;
- }
- }
- if (lighting_ok) {
- // lighting suggests going solid
- if (!m_is_solid) {
- if (Sector::get().is_free_of_movingstatics(m_solid_box, this)) {
- m_is_solid = true;
- m_solid_time = 0;
- m_switch_delay = SWITCH_DELAY;
- }
- }
- } else {
- // lighting suggests going nonsolid
- if ( m_solid_time >= MIN_SOLIDTIME ){
- m_is_solid = false;
- }
- }
- // Update Sprite.
- if (m_is_solid) {
- m_solid_time+=dt_sec;
- m_color.alpha = ALPHA_SOLID;
- set_action("solid");
- set_group(COLGROUP_STATIC);
- } else {
- m_color.alpha = ALPHA_NONSOLID;
- set_action("normal");
- set_group(COLGROUP_DISABLED);
- }
- }
- void
- MagicBlock::draw(DrawingContext& context)
- {
- // Ask for update about lightmap at center of this block
- context.light().get_pixel(m_center, m_light);
- MovingSprite::draw(context);
- context.color().draw_filled_rect(m_col.m_bbox, m_color, m_layer);
- }
- bool
- MagicBlock::collides(GameObject& /*other*/, const CollisionHit& /*hit*/) const
- {
- return m_is_solid;
- }
- HitResponse
- MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
- {
- return FORCE_MOVE;
- }
- void
- MagicBlock::on_flip(float height)
- {
- MovingSprite::on_flip(height);
- FlipLevelTransformer::transform_flip(m_flip);
- m_center = m_col.m_bbox.get_middle();
- }
- /* EOF */
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