#include "badguy/flame.hpp"
+#include <math.h>
+
#include "audio/sound_manager.hpp"
-#include "lisp/lisp.hpp"
#include "supertux/object_factory.hpp"
+#include "util/reader.hpp"
-#include <math.h>
-
-static const std::string SOUNDFILE = "sounds/flame.wav";
+static const std::string FLAME_SOUND = "sounds/flame.wav";
Flame::Flame(const Reader& reader) :
BadGuy(reader, "images/creatures/flame/flame.sprite", LAYER_FLOATINGOBJECTS),
bbox.set_pos(Vector(start_position.x + cos(angle) * radius,
start_position.y + sin(angle) * radius));
countMe = false;
- sound_manager->preload(SOUNDFILE);
+ sound_manager->preload(FLAME_SOUND);
set_colgroup_active(COLGROUP_TOUCHABLE);
}
void
Flame::activate()
{
- sound_source.reset(sound_manager->create_sound_source(SOUNDFILE));
+ sound_source.reset(sound_manager->create_sound_source(FLAME_SOUND));
sound_source->set_position(get_pos());
sound_source->set_looping(true);
sound_source->set_gain(2.0);
{
}
-IMPLEMENT_FACTORY(Flame, "flame");
-
/* EOF */