C:/DevKitPro/!MDuel/source/massObject.cpp

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00001 /*
00002  * Marshmallow Duel DS v2
00003  * Copyright © 2007 Sam Pospischil http://pospi.spadgos.com
00004  * 
00005  * This program is free software; you can redistribute it and/or modify
00006  * it under the terms of the GNU General Public License as published by
00007  * the Free Software Foundation; either version 2 of the License, or
00008  * (at your option) any later version.
00009  * 
00010  * This program is distributed in the hope that it will be useful,
00011  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00012  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
00013  * GNU General Public License for more details.
00014  * 
00015  * You should have received a copy of the GNU General Public License
00016  * along with this program; if not, write to the Free Software
00017  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
00018  */
00019 
00020 #include "massObject.h"
00021 
00027 massObject::massObject(spriteManager* newsm)
00028         : spriteObject(newsm), grounded(false), wasGrounded(false), bStasis(false)
00029 {
00030         #ifdef __MDDEBUG
00031         className = "massObject";
00032         macros::debugMessage(className, "constructor");
00033         #endif
00034         setCollision(COL_SOLID);
00035         setCheckCollision(true);
00036 }
00037 
00038 massObject::~massObject()
00039 {
00040         
00041 }
00042 
00047 void massObject::updateSprite()
00048 {
00049         spriteObject::updateSprite();   //move sprite first
00050         
00051         wasGrounded = grounded;
00052         if (!isOnGround() && !bStasis)
00053         {
00054                 vy += GRAVITY;
00055                 if (vy > TERMINALVEL)
00056                         vy = TERMINALVEL;
00057                 checkPenetration();
00058         }
00059         
00060         grounded = false;               //is re-checked in collidingWith() later in the tick
00061 }
00062 
00068 void massObject::collidingWith(spriteObject *other)
00069 {
00070         if (isStandingOn(const_cast<spriteObject*>(other)))
00071         {
00072                 grounded = true;
00073                 vy = 0;
00074         }
00075 }
00076 
00081 void massObject::checkPenetration()
00082 {
00083         for (vector<spriteObject*>::iterator it = sm->gameSprites.begin(); it != sm->gameSprites.end(); ++it)
00084         {
00085                 if (*it == this || !(*it)->isBaseable())
00086                         continue;
00087                 if (inVertPlaneOf(*it) && isOver(*it))
00088                 {
00089                         y += vy;
00090                         if (isUnder(*it) || inHorizPlaneOf(*it))
00091                         {
00092                                 y -= vy;
00093                                 //round y off first
00094                                 s16 rounds = y % 256;
00095                                 y += rounds;
00096                                 //adjust vertical velocity accordingly.
00097                                 vy = (*it)->getTop() - getBottom();
00098                                 vy = vy<<8;
00099                         } else {
00100                                 y -= vy;
00101                         }
00102                 }                       
00103         }
00104 }

Generated on Tue Mar 13 23:27:52 2007 for MDuel DS by  doxygen 1.5.1-p1