88 lines
3.3 KiB
C
88 lines
3.3 KiB
C
/**
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* Behavior for bhvBetaTrampolineTop and bhvBetaTrampolineSpring.
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* This was a trampoline that was never finished. The model and collision
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* are nearly finished, but the code was abandoned very early on
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* in its development. The trampoline consists of 3 objects: the top,
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* the spring, and the base. The base is a static object with no behavior.
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*/
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/**
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* Update function for bhvBetaTrampolineSpring.
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* The spring continuously updates to be 75 units below the top.
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* It then uses its displacement from its original position
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* (i.e. how much the trampoline has compressed) to calculate its
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* vertical scale factor, so that it compresses visually along with
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* the trampoline. The devs were on the right track with the math,
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* but it is incomplete.
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*/
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void bhv_beta_trampoline_spring_loop(void) {
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f32 yScale;
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f32 yDisplacement;
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// Update to be 75 units under the trampoline top
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obj_copy_pos_and_angle(o, o->parentObj);
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obj_copy_graph_y_offset(o, o->parentObj);
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o->oPosY -= 75.0f;
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// If the trampoline top is above its original position,
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// scale the spring by (the displacement)/10 + 1.
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// For this to work correctly, the arbitrary value of 10
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// must be replaced with 150 (the height of the trampoline).
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// Note that all of the numbers in this if/else block are doubles.
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if ((yDisplacement = o->oPosY - o->oHomeY) >= 0) {
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yScale = yDisplacement / 10.0 + 1.0;
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} else {
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// Otherwise (if the trampoline is compressed),
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// scale by 1 - (the displacement)/500.
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// For this to work correctly, the arbitrary value of 500
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// must be replaced with 150 (the height of the trampoline),
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// as with the above code.
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yDisplacement = -yDisplacement;
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yScale = 1.0 - yDisplacement / 500.0;
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}
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// Scale the spring
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obj_scale_xyz(o, 1.0f, yScale, 1.0f);
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}
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/**
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* Update function for bhvBetaTrampolineTop.
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* This spawns the other 2 trampoline parts when initialized,
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* and sets a boolean for whether Mario's on or off the trampoline.
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* The trampoline top never actually moves, so the spring will never
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* do anything.
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*/
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void bhv_beta_trampoline_top_loop(void) {
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cur_obj_set_model(MODEL_TRAMPOLINE);
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// When initialized, spawn the rest of the trampoline
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if (o->oTimer == 0) {
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struct Object *trampolinePart;
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trampolinePart = spawn_object(o, MODEL_TRAMPOLINE_CENTER, bhvBetaTrampolineSpring);
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trampolinePart->oPosY -= 75.0f;
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trampolinePart = spawn_object(o, MODEL_TRAMPOLINE_BASE, bhvStaticObject);
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trampolinePart->oPosY -= 150.0f;
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}
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// Update o->oBetaTrampolineMarioOnTrampoline, and reset
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// the trampoline's position if Mario's not on it.
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// Since the trampoline never moves, this doesn't do anything.
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// Maybe they intended to decrease the trampoline's position
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// when Mario's on it in this if statement?
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if (gMarioObject->platform == o) {
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o->oBetaTrampolineMarioOnTrampoline = TRUE;
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} else {
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o->oBetaTrampolineMarioOnTrampoline = FALSE;
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o->oPosY = o->oHomeY;
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}
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// This function is from mario_step.c, and is empty.
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// It was probably intended to be used to "let the game know"
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// that the trampoline is currently in use. This potential
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// trampoline infrastructure is found in mario_step.c. See
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// that file for more details.
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stub_mario_step_2();
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}
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