2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "audio/sound_manager.hpp"
18 #include "badguy/bomb.hpp"
19 #include "badguy/mrbomb.hpp"
20 #include "object/explosion.hpp"
21 #include "object/player.hpp"
22 #include "sprite/sprite.hpp"
23 #include "sprite/sprite_manager.hpp"
24 #include "supertux/object_factory.hpp"
25 #include "supertux/sector.hpp"
26 #include "util/reader.hpp"
28 MrBomb::MrBomb(const Reader& reader) :
29 WalkingBadguy(reader, "images/creatures/mr_bomb/mr_bomb.sprite", "left", "right"),
36 //Prevent stutter when Tux jumps on Mr Bomb
37 SoundManager::current()->preload("sounds/explosion.wav");
39 //Check if we need another sprite
40 if( !reader.get( "sprite", sprite_name ) ){
43 if( sprite_name == "" ){
44 sprite_name = "images/creatures/mr_bomb/mr_bomb.sprite";
48 sprite = SpriteManager::current()->create( sprite_name );
51 /* MrBomb created by a dispenser always gets default sprite atm.*/
52 MrBomb::MrBomb(const Vector& pos, Direction d) :
53 WalkingBadguy(pos, d, "images/creatures/mr_bomb/mr_bomb.sprite", "left", "right"),
59 SoundManager::current()->preload("sounds/explosion.wav");
63 MrBomb::collision(GameObject& object, const CollisionHit& hit)
67 return WalkingBadguy::collision(object, hit);
71 MrBomb::collision_player(Player& player, const CollisionHit& hit)
75 return WalkingBadguy::collision_player(player, hit);
79 MrBomb::collision_squished(GameObject& object)
81 Player* player = dynamic_cast<Player*>(&object);
82 if(player && player->is_invincible()) {
83 player->bounce(*this);
89 Sector::current()->add_object(std::make_shared<Bomb>(get_pos(), dir, sprite_name));
91 kill_squished(object);
96 MrBomb::active_update(float elapsed_time)
100 WalkingBadguy::active_update(elapsed_time);
108 auto explosion = std::make_shared<Explosion>(get_bbox().get_middle());
109 Sector::current()->add_object(explosion);
116 MrBomb::grab(MovingObject&, const Vector& pos, Direction dir_)
119 movement = pos - get_pos();
121 sprite->set_action(dir_ == LEFT ? "iced-left" : "iced-right");
122 set_colgroup_active(COLGROUP_DISABLED);
127 MrBomb::ungrab(MovingObject& , Direction dir_)
130 set_colgroup_active(COLGROUP_MOVING);
135 MrBomb::is_freezable() const
141 MrBomb::is_portable() const