1 /*
2 * ring.c - rings
3 * Copyright (C) 2010 Alexandre Martins <alemartf(at)gmail(dot)com>
4 *
5 * This program is free software; you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation; either version 2 of the License, or
8 * (at your option) any later version.
9 *
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
14 *
15 * You should have received a copy of the GNU General Public License along
16 * with this program; if not, write to the Free Software Foundation, Inc.,
17 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include <math.h>
21 #include "ring.h"
22 #include "../../scenes/level.h"
23 #include "../../core/util.h"
24 #include "../../core/timer.h"
25 #include "../../core/audio.h"
26 #include "../../core/soundfactory.h"
27
28 /* ring class */
29 typedef struct ring_t ring_t;
30 struct ring_t {
31 item_t item; /* base class */
32 int is_disappearing; /* is this ring disappearing? */
33 int is_moving; /* is this ring moving (bouncing) around? */
34 float life_time; /* life time (used to destroy the moving ring after some time) */
35 };
36
37 static void ring_init(item_t *item);
38 static void ring_release(item_t* item);
39 static void ring_update(item_t* item, player_t** team, int team_size, brick_list_t* brick_list, item_list_t* item_list, enemy_list_t* enemy_list);
40 static void ring_render(item_t* item, v2d_t camera_position);
41
42
43
44 /* public methods */
ring_create()45 item_t* ring_create()
46 {
47 item_t *item = mallocx(sizeof(ring_t));
48
49 item->init = ring_init;
50 item->release = ring_release;
51 item->update = ring_update;
52 item->render = ring_render;
53
54 return item;
55 }
56
ring_start_bouncing(item_t * ring)57 void ring_start_bouncing(item_t *ring)
58 {
59 ring_t *me = (ring_t*)ring;
60
61 me->is_moving = TRUE;
62 ring->actor->speed.x = ring->actor->maxspeed * (random(100)-50)/100;
63 ring->actor->speed.y = -ring->actor->jump_strength + random(ring->actor->jump_strength);
64 }
65
66
67
68 /* private methods */
ring_init(item_t * item)69 void ring_init(item_t *item)
70 {
71 ring_t *me = (ring_t*)item;
72
73 item->obstacle = FALSE;
74 item->bring_to_back = FALSE;
75 item->preserve = TRUE;
76 item->actor = actor_create();
77 item->actor->maxspeed = 220 + random(140);
78 item->actor->jump_strength = (350 + random(50)) * 1.2;
79 item->actor->input = input_create_computer();
80
81 me->is_disappearing = FALSE;
82 me->is_moving = FALSE;
83 me->life_time = 0.0f;
84
85 actor_change_animation(item->actor, sprite_get_animation("SD_RING", 0));
86 }
87
88
89
ring_release(item_t * item)90 void ring_release(item_t* item)
91 {
92 actor_destroy(item->actor);
93 }
94
95
96
ring_update(item_t * item,player_t ** team,int team_size,brick_list_t * brick_list,item_list_t * item_list,enemy_list_t * enemy_list)97 void ring_update(item_t* item, player_t** team, int team_size, brick_list_t* brick_list, item_list_t* item_list, enemy_list_t* enemy_list)
98 {
99 int i;
100 float dt = timer_get_delta();
101 ring_t *me = (ring_t*)item;
102 actor_t *act = item->actor;
103
104 /* a player has just got this ring */
105 for(i=0; i<team_size; i++) {
106 player_t *player = team[i];
107 if(
108 (!me->is_moving || (me->is_moving && !player->getting_hit && me->life_time >= 0.5f)) &&
109 !me->is_disappearing &&
110 !player->dying &&
111 actor_collision(act, player->actor)
112 ) {
113 player_set_rings(player_get_rings() + 1);
114 me->is_disappearing = TRUE;
115 sound_play( soundfactory_get("ring") );
116 break;
117 }
118 }
119
120 /* disappearing animation... */
121 if(me->is_disappearing) {
122 actor_change_animation(act, sprite_get_animation("SD_RING", 1));
123 if(actor_animation_finished(act))
124 item->state = IS_DEAD;
125 }
126
127 /* this ring is bouncing around... */
128 else if(me->is_moving) {
129 float sqrsize = 2, diff = -2;
130 brick_t *left = NULL, *right = NULL, *down = NULL;
131 actor_corners(act, sqrsize, diff, brick_list, NULL, NULL, &right, NULL, &down, NULL, &left, NULL);
132 actor_handle_clouds(act, diff, NULL, NULL, &right, NULL, &down, NULL, &left, NULL);
133 input_simulate_button_down(act->input, IB_FIRE1);
134 item->preserve = FALSE;
135
136 /* who wants to live forever? */
137 me->life_time += dt;
138 if(me->life_time > 5.0f) {
139 int val = 240 + random(20);
140 act->visible = ((int)(timer_get_ticks() % val) < val/2);
141 if(me->life_time > 8.0f)
142 item->state = IS_DEAD;
143 }
144
145 /* keep moving... */
146 if(right && act->speed.x > 0.0f)
147 act->speed.x = -fabs(act->speed.x);
148
149 if(left && act->speed.x < 0.0f)
150 act->speed.x = fabs(act->speed.x);
151
152 if(down && act->speed.y > 0.0f)
153 act->jump_strength *= 0.95f;
154
155 actor_move(act, actor_platform_movement(act, brick_list, level_gravity()));
156 }
157
158 /* this ring is being attracted by the thunder shield */
159 else if(level_player()->shield_type == SH_THUNDERSHIELD) {
160 float threshold = 120.0f;
161 v2d_t diff = v2d_subtract(level_player()->actor->position, act->position);
162 if(v2d_magnitude(diff) < threshold) {
163 float speed = 320.0f;
164 v2d_t d = v2d_multiply(v2d_normalize(diff), speed);
165 act->position.x += d.x * dt;
166 act->position.y += d.y * dt;
167 }
168 }
169 }
170
171
ring_render(item_t * item,v2d_t camera_position)172 void ring_render(item_t* item, v2d_t camera_position)
173 {
174 actor_render(item->actor, camera_position);
175 }
176
177