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Finish making powerups drop out of bonus blocks when hit with butt-jump
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Allows bonus_blocks to drop contents when opened with a butt-jump.  This makes obtaining powerups while big less-trivial.  Note that bonus_blocks on the ground will still send their contents up (with the exception of the Tux doll).
There is some room for improvement here: a sort of "drop riser" would make it look nicer, and currently dolls are unobtainable on butt-jump which might be a little to harsh.
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LMH0013 authored and tobbi committed Oct 26, 2013
1 parent c3aa86d commit fa3cdfa
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Showing 4 changed files with 48 additions and 27 deletions.
47 changes: 20 additions & 27 deletions src/object/bonus_block.cpp
Expand Up @@ -28,6 +28,7 @@
#include "object/oneup.hpp"
#include "object/player.hpp"
#include "object/portable.hpp"
#include "object/powerup.hpp"
#include "object/specialriser.hpp"
#include "object/star.hpp"
#include "object/trampoline.hpp"
Expand Down Expand Up @@ -200,7 +201,7 @@ BonusBlock::try_open(Player *player)

if (player == NULL)
player = sector->player;

if (player == NULL)
return;

Expand Down Expand Up @@ -341,16 +342,25 @@ BonusBlock::try_drop(Player *player)
Sector* sector = Sector::current();
assert(sector);

// First what's below the bonus block, if solid send it up anyway (excepting doll)
Rectf dest;
dest.p1.x = bbox.get_left() + 1;
dest.p1.y = bbox.get_bottom() + 1;
dest.p2.x = bbox.get_right() - 1;
dest.p2.y = dest.p1.y + 30;
if (!Sector::current()->is_free_of_statics(dest, this, true) && !(contents == CONTENT_1UP)) {
try_open(player);
return;
}

if (player == NULL)
player = sector->player;

if (player == NULL)
return;

Direction direction = (player->get_bbox().get_middle().x > get_bbox().get_middle().x) ? LEFT : RIGHT;

//TODO: when solid below send up

switch(contents) {
case CONTENT_COIN:
{
Expand All @@ -360,30 +370,14 @@ BonusBlock::try_drop(Player *player)

case CONTENT_FIREGROW:
{
//TODO: drop flowers
if(player->get_status()->bonus == NO_BONUS) {
SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp(direction));
sector->add_object(riser);
} else {
SpecialRiser* riser = new SpecialRiser(
get_pos(), new Flower(FIRE_BONUS));
sector->add_object(riser);
}
sector->add_object(new PowerUp(get_pos() + Vector(0, 32), "images/powerups/fireflower/fireflower.sprite"));
sound_manager->play("sounds/upgrade.wav");
break;
}

case CONTENT_ICEGROW:
{
//TODO: drop flowers
if(player->get_status()->bonus == NO_BONUS) {
SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp(direction));
sector->add_object(riser);
} else {
SpecialRiser* riser = new SpecialRiser(
get_pos(), new Flower(ICE_BONUS));
sector->add_object(riser);
}
sector->add_object(new PowerUp(get_pos() + Vector(0, 32), "images/powerups/iceflower/iceflower.sprite"));
sound_manager->play("sounds/upgrade.wav");
break;
}
Expand All @@ -396,17 +390,16 @@ BonusBlock::try_drop(Player *player)

case CONTENT_1UP:
{
//TODO: drop doll straight down
sector->add_object(new OneUp(get_pos(), direction));
sector->add_object(new OneUp(get_pos(), DOWN));
break;
}

case CONTENT_CUSTOM:
{
//TODO: drop custom contents
SpecialRiser* riser = new SpecialRiser(get_pos(), object);
//TODO: confirm this works
object->set_pos(get_pos() + Vector(0, 32));
sector->add_object(object);
object = 0;
sector->add_object(riser);
sound_manager->play("sounds/upgrade.wav");
break;
}
Expand Down
2 changes: 2 additions & 0 deletions src/object/oneup.cpp
Expand Up @@ -23,6 +23,8 @@ OneUp::OneUp(const Vector& pos, Direction direction) :
physic()
{
physic.set_velocity((direction == LEFT)?-100:100, -400);
if(direction == DOWN) // this causes the doll to drop when opened with a butt-jump
physic.set_velocity(0, -100);
}

void
Expand Down
25 changes: 25 additions & 0 deletions src/object/powerup.cpp
Expand Up @@ -55,6 +55,31 @@ PowerUp::PowerUp(const Reader& lisp) :

}

PowerUp::PowerUp(const Vector& pos, const std::string& sprite_name) :
MovingSprite(pos, sprite_name, LAYER_OBJECTS, COLGROUP_MOVING),
physic(),
script(),
no_physics(false),
light(0.0f,0.0f,0.0f),
lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
{
physic.enable_gravity(true);
sound_manager->preload("sounds/grow.ogg");
sound_manager->preload("sounds/fire-flower.wav");
//set default light for glow effect for standard sprites
lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
if (sprite_name == "images/powerups/egg/egg.sprite") {
lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
} else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
} else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
} else if (sprite_name == "images/powerups/star/star.sprite") {
lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
}
}

void
PowerUp::collision_solid(const CollisionHit& hit)
{
Expand Down
1 change: 1 addition & 0 deletions src/object/powerup.hpp
Expand Up @@ -23,6 +23,7 @@ class PowerUp : public MovingSprite
{
public:
PowerUp(const Reader& lisp);
PowerUp(const Vector& pos, const std::string& sprite_name);

virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
Expand Down

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