+// $Id$
+//
+// 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 2
+// 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, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#include <config.h>
-#include "bomb.h"
+#include "bomb.hpp"
+#include "random_generator.hpp"
+#include "object/sprite_particle.hpp"
+
+Bomb::Bomb(const Vector& pos, Direction dir, std::string custom_sprite /*= "images/creatures/mr_cherry/cherry.sprite"*/ )
+ : BadGuy( pos, dir, custom_sprite )
+{
+ state = STATE_TICKING;
+ set_action(dir == LEFT ? "ticking-left" : "ticking-right", 1);
+ countMe = false;
-static const float TICKINGTIME = 1;
-static const float EXPLOSIONTIME = 1;
+ 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 Vector& pos, Direction dir)
+Bomb::Bomb(const Bomb& other)
+ : BadGuy(other), state(other.state)
{
- start_position = pos;
- bbox.set_pos(pos);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("bomb");
- state = 0;
- timer.start(TICKINGTIME);
- this->dir = dir;
- sprite->set_action(dir == LEFT ? "ticking-left" : "ticking-right");
+ 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
Bomb::collision_player(Player& player, const CollisionHit& )
{
- if(state == 1) {
- player.kill(Player::SHRINK);
+ if(state == STATE_EXPLODING) {
+ player.kill(false);
}
return ABORT_MOVE;
}
+HitResponse
+Bomb::collision_badguy(BadGuy& badguy, const CollisionHit& )
+{
+ if(state == STATE_EXPLODING)
+ badguy.kill_fall();
+ return ABORT_MOVE;
+}
+
void
-Bomb::active_action(float )
+Bomb::active_update(float )
{
switch(state) {
- case 0:
- if(timer.check()) {
- state = 1;
- sprite->set_action("explosion");
- timer.start(EXPLOSIONTIME);
+ case STATE_TICKING:
+ ticking->set_position(get_pos());
+ if(sprite->animation_done()) {
+ explode();
}
break;
- case 1:
- if(timer.check()) {
+ case STATE_EXPLODING:
+ if(sprite->animation_done()) {
remove_me();
}
break;
- }
+ }
+}
+
+void
+Bomb::explode()
+{
+ ticking->stop();
+ state = STATE_EXPLODING;
+ set_group(COLGROUP_TOUCHABLE);
+ sound_manager->play("sounds/explosion.wav", get_pos());
+ set_action_centered("explosion", 1);
+
+ // 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/kracker.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
+ }
+
}
void
Bomb::kill_fall()
{
+ if (state != STATE_EXPLODING) // we don't want it exploding again
+ explode();
}