#include <config.h>
#include "bomb.hpp"
+#include "random_generator.hpp"
+#include "object/sprite_particle.hpp"
-static const float TICKINGTIME = 1;
-static const float EXPLOSIONTIME = 1;
-
-Bomb::Bomb(const Vector& pos, Direction dir)
+Bomb::Bomb(const Vector& pos, Direction dir, std::string custom_sprite /*= "images/creatures/mr_bomb/mr_bomb.sprite"*/ )
+ : BadGuy( pos, dir, custom_sprite )
{
- start_position = pos;
- bbox.set_pos(pos);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("images/creatures/mr_bomb/bomb.sprite");
state = STATE_TICKING;
- timer.start(TICKINGTIME);
- this->dir = dir;
- sprite->set_action(dir == LEFT ? "ticking-left" : "ticking-right");
+ set_action(dir == LEFT ? "ticking-left" : "ticking-right", 1);
countMe = false;
+
+ ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
+ ticking->set_position(get_pos());
+ ticking->set_looping(true);
+ ticking->set_gain(2.0);
+ ticking->set_reference_distance(32);
+ ticking->play();
+}
+
+Bomb::Bomb(const Bomb& other)
+ : BadGuy(other), state(other.state)
+{
+ if (state == STATE_TICKING) {
+ ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
+ ticking->set_position(get_pos());
+ ticking->set_looping(true);
+ ticking->set_gain(2.0);
+ ticking->set_reference_distance(32);
+ ticking->play();
+ }
}
void
// bombs are only temporarily so don't write them out...
}
-HitResponse
-Bomb::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Bomb::collision_solid(const CollisionHit& hit)
{
- if(fabsf(hit.normal.y) > .5)
+ if(hit.bottom)
physic.set_velocity_y(0);
-
- return CONTINUE;
}
HitResponse
{
switch(state) {
case STATE_TICKING:
- if(timer.check()) {
+ ticking->set_position(get_pos());
+ if(sprite->animation_done()) {
explode();
}
break;
case STATE_EXPLODING:
- if(timer.check()) {
+ if(sprite->animation_done()) {
remove_me();
}
break;
- }
+ }
}
void
Bomb::explode()
{
+ ticking->stop();
state = STATE_EXPLODING;
set_group(COLGROUP_TOUCHABLE);
- sprite->set_action("explosion");
sound_manager->play("sounds/explosion.wav", get_pos());
- timer.start(EXPLOSIONTIME);
+ set_action("explosion", 1, ANCHOR_BOTTOM);
+
+ // spawn some particles
+ // TODO: provide convenience function in MovingSprite or MovingObject?
+ for (int i = 0; i < 100; i++) {
+ Vector ppos = bbox.get_middle();
+ float angle = systemRandom.randf(-M_PI_2, M_PI_2);
+ float velocity = systemRandom.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/explosion.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
+ }
+
}
void
if (state != STATE_EXPLODING) // we don't want it exploding again
explode();
}
-