-// ambient_sound.h basti_
-//
// 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 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 3 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.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
/**
* Ambient Sound Source, gamma version. Features:
*
- * - "rounded rectancle" geometry with position, dimension and
- * "rounding radius" (extending in all directions) of a 100%
- * volume area, adjustable maximum volume, inverse square
+ * - "rounded rectangle" geometry with position, dimension and
+ * "rounding radius" (extending in all directions) of a 100%
+ * volume area, adjustable maximum volume, inverse square
* falloff outside area.
- *
+ *
* - degenerates gracefully to a disc for dimension=0
- *
+ *
* - parameters:
*
* x, y position
* width, height dimension
- * distance_factor high = steep fallofff
+ * distance_factor high = steep falloff
* distance_bias high = big "100% disc"
* silence_distance defaults reasonably.
* sample sample to be played back in loop mode
- *
- * basti_
+ *
+ * basti_
*/
-#ifndef __AMBIENT_SOUND_H__
-#define __AMBIENT_SOUND_H__
+#ifndef HEADER_SUPERTUX_OBJECT_AMBIENT_SOUND_HPP
+#define HEADER_SUPERTUX_OBJECT_AMBIENT_SOUND_HPP
-#include "game_object.hpp"
-#include "resources.hpp"
-#include "player.hpp"
+#include "scripting/ambient_sound.hpp"
+#include "supertux/game_object.hpp"
+#include "supertux/script_interface.hpp"
+#include "util/reader_fwd.hpp"
+class Player;
class SoundSource;
-class AmbientSound : public GameObject
+class AmbientSound : public GameObject,
+ public ScriptInterface,
+ public Scripting::AmbientSound
{
public:
- AmbientSound(const lisp::Lisp& lisp);
+ AmbientSound(const Reader& lisp);
AmbientSound(Vector pos, float factor, float bias, float vol, std::string file);
~AmbientSound();
+
+ void set_pos(Vector newpos)
+ {
+ position=newpos;
+ }
+ const Vector get_pos() const
+ {
+ return position;
+ }
+
+ /**
+ * @name Scriptable Methods
+ * @{
+ */
+ void set_pos(float x, float y);
+ float get_pos_x() const;
+ float get_pos_y() const;
+ /**
+ * @}
+ */
+
protected:
virtual void hit(Player& player);
virtual void update(float time);
virtual void draw(DrawingContext&);
virtual void start_playing();
virtual void stop_playing();
+ virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
+ virtual void unexpose(HSQUIRRELVM vm, SQInteger table_idx);
private:
+ std::string name; /**< user-defined name for use in scripts or empty string if not scriptable */
Vector position;
Vector dimension;
float distance_factor; /// distance scaling
float distance_bias; /// 100% volume disc radius
- float silence_distance; /// not implemented yet
+ float silence_distance; /// not implemented yet
float maximumvolume; /// maximum volume
float targetvolume; /// how loud we want to be
#endif
+/* EOF */