1 // SuperTux -- Explosion object
2 // Copyright (C) 2007 Christoph Sommer <christoph.sommer@2007.expires.deltadevelopment.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 "object/explosion.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "badguy/badguy.hpp"
21 #include "badguy/walking_badguy.hpp"
22 #include "math/random_generator.hpp"
23 #include "object/player.hpp"
24 #include "object/sprite_particle.hpp"
25 #include "sprite/sprite.hpp"
26 #include "sprite/sprite_manager.hpp"
27 #include "supertux/object_factory.hpp"
28 #include "supertux/sector.hpp"
32 Explosion::Explosion(const Vector& pos) :
33 MovingSprite(pos, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_MOVING),
37 light(0.0f,0.0f,0.0f),
38 lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-large.sprite"))
40 sound_manager->preload("sounds/explosion.wav");
41 sound_manager->preload("sounds/firecracker.ogg");
42 set_pos(get_pos() - (get_bbox().get_middle() - get_pos()));
43 lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
44 lightsprite->set_color(Color(0.6f, 0.6f, 0.6f));
47 Explosion::Explosion(const Reader& reader) :
48 MovingSprite(reader, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_MOVING),
52 light(0.0f,0.0f,0.0f),
53 lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-large.sprite"))
55 sound_manager->preload("sounds/explosion.wav");
56 sound_manager->preload("sounds/firecracker.ogg");
57 lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
58 lightsprite->set_color(Color(0.6f, 0.6f, 0.6f));
64 if (state != STATE_WAITING)
66 state = STATE_EXPLODING;
68 set_action(hurt ? "default" : "pop", 1);
69 sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action
70 sprite->set_angle(graphicsRandom.randf(0, 360)); // a random rotation on the sprite to make explosions appear more random
71 sound_manager->play(hurt ? "sounds/explosion.wav" : "sounds/firecracker.ogg", get_pos());
74 // spawn some particles
75 // TODO: provide convenience function in MovingSprite or MovingObject?
76 for (int i = 0; i < 100; i++) {
77 Vector ppos = bbox.get_middle();
78 float angle = graphicsRandom.randf(-M_PI_2, M_PI_2);
79 float velocity = graphicsRandom.randf(450, 900);
80 float vx = sin(angle)*velocity;
81 float vy = -cos(angle)*velocity;
82 Vector pspeed = Vector(vx, vy);
83 Vector paccel = Vector(0, 1000);
84 Sector::current()->add_object(new SpriteParticle("images/objects/particles/explosion.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
89 Vector center = get_bbox ().get_middle ();
90 std::vector<MovingObject*> near_objects = Sector::current()->get_nearby_objects (center, 10.0 * 32.0);
92 for (size_t i = 0; i < near_objects.size (); i++) {
93 MovingObject *obj = near_objects[i];
94 Vector obj_vector = obj->get_bbox ().get_middle ();
95 Vector direction = obj_vector - center;
96 float distance = direction.norm ();
98 /* If the distance is very small, for example because "obj" is the badguy
99 * causing the explosion, skip this object. */
103 /* The force decreases with the distance squared. In the distance of one
104 * tile (32 pixels) you will have a speed increase of 150 pixels/s. */
105 float force = 150.0 * 32.0*32.0 / (distance * distance);
109 Vector add_speed = direction.unit () * force;
111 Player *player = dynamic_cast<Player *> (obj);
113 player->add_velocity (add_speed);
116 WalkingBadguy *badguy = dynamic_cast<WalkingBadguy *> (obj);
118 badguy->add_velocity (add_speed);
120 } /* for (i = 0 ... near_objects) */
125 Explosion::update(float )
131 case STATE_EXPLODING:
132 if(sprite->animation_done()) {
140 Explosion::draw(DrawingContext& context)
143 sprite->draw(context, get_pos(), LAYER_OBJECTS+40);
144 //Explosions produce light (if ambient light is not maxed)
145 context.get_light( get_bbox().get_middle(), &light);
146 if (light.red + light.green + light.blue < 3.0){
147 context.push_target();
148 context.set_target(DrawingContext::LIGHTMAP);
149 lightsprite->draw(context, get_bbox().get_middle(), 0);
150 context.pop_target();
155 Explosion::collision(GameObject& other, const CollisionHit& )
157 if ((state != STATE_EXPLODING) || !hurt)
160 Player* player = dynamic_cast<Player*>(&other);
165 BadGuy* badguy = dynamic_cast<BadGuy*>(&other);