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firefly.cpp
100 lines (88 loc) · 3.39 KB
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firefly.cpp
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// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.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/firefly.hpp"
#include <math.h>
#include "audio/sound_manager.hpp"
#include "math/random_generator.hpp"
#include "object/player.hpp"
#include "object/sprite_particle.hpp"
#include "supertux/game_session.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
#include "util/reader.hpp"
Firefly::Firefly(const Reader& lisp) :
MovingSprite(lisp, "images/objects/resetpoints/default-resetpoint.sprite", LAYER_TILES, COLGROUP_TOUCHABLE),
activated(false),
initial_position()
{
initial_position = get_pos();
if( !lisp.get( "sprite", sprite_name ) ){
reactivate();
return;
}
if( sprite_name == "" ){
sprite_name = "images/objects/resetpoints/default-resetpoint.sprite";
reactivate();
return;
}
//Replace sprite
sprite = sprite_manager->create( sprite_name );
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
reactivate();
//Load sound
sound_manager->preload("sounds/savebell2.wav");
}
void
Firefly::reactivate()
{
if(GameSession::current()->get_reset_point_pos() == initial_position){
// TODO: && GameSession::current()->get_reset_point_sectorname() == <sector this firefly is in>
// GameSession::current()->get_current_sector()->get_name() is not yet initialized.
// Worst case a resetpoint in a different sector at the same position as the real
// resetpoint the player is spawning is set to ringing, too. Until we can check the sector, too, dont set
// activated = true; here.
sprite->set_action("ringing");
}
}
HitResponse
Firefly::collision(GameObject& other, const CollisionHit& )
{
// If the bell is already activated, don't ring it again!
if(activated || sprite->get_action() == "ringing")
return ABORT_MOVE;
Player* player = dynamic_cast<Player*> (&other);
if(player) {
activated = true;
// spawn some particles
// TODO: provide convenience function in MovingSprite or MovingObject?
for (int i = 0; i < 5; i++) {
Vector ppos = bbox.get_middle();
float angle = graphicsRandom.randf(-M_PI_2, M_PI_2);
float velocity = graphicsRandom.randf(450, 900);
float vx = sin(angle)*velocity;
float vy = -cos(angle)*velocity;
Vector pspeed = Vector(vx, vy);
Vector paccel = Vector(0, 1000);
Sector::current()->add_object(new SpriteParticle("images/objects/particles/reset.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
}
sound_manager->play("sounds/savebell2.wav");
sprite->set_action("ringing");
GameSession::current()->set_reset_point(Sector::current()->get_name(),
initial_position);
}
return ABORT_MOVE;
}
/* EOF */