// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
+#include "math/random_generator.hpp"
#include "object/bullet.hpp"
#include "object/camera.hpp"
+#include "sprite/sprite.hpp"
#include "sprite/sprite_manager.hpp"
-#include "supertux/main.hpp"
+#include "supertux/globals.hpp"
#include "supertux/sector.hpp"
namespace {
const float BULLET_STARTING_YM = 0;
}
-Bullet::Bullet(const Vector& pos, float xm, int dir, BonusType type) :
+Bullet::Bullet(const Vector& pos, float xm, int dir, BonusType type_) :
physic(),
- life_count(3),
+ life_count(3),
sprite(),
- type(type)
+ light(0.0f,0.0f,0.0f),
+ lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite")),
+ type(type_)
{
float speed = dir == RIGHT ? BULLET_XM : -BULLET_XM;
physic.set_velocity_x(speed + xm);
if(type == FIRE_BONUS) {
- sprite = sprite_manager->create("images/objects/bullets/firebullet.sprite");
- } else if(type == ICE_BONUS) {
+ sprite = SpriteManager::current()->create("images/objects/bullets/firebullet.sprite");
+ lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+ lightsprite->set_color(Color(0.3f, 0.1f, 0.0f));
+ } else if(type == ICE_BONUS) {
life_count = 10;
- sprite = sprite_manager->create("images/objects/bullets/icebullet.sprite");
+ sprite = SpriteManager::current()->create("images/objects/bullets/icebullet.sprite");
} else {
log_warning << "Bullet::Bullet called with unknown BonusType" << std::endl;
life_count = 10;
- sprite = sprite_manager->create("images/objects/bullets/firebullet.sprite");
+ sprite = SpriteManager::current()->create("images/objects/bullets/firebullet.sprite");
}
bbox.set_pos(pos);
void
Bullet::update(float elapsed_time)
{
+ // cause fireball color to flicker randomly
+ if (gameRandom.rand(5) != 0) {
+ lightsprite->set_color(Color(0.3f + gameRandom.rand(10)/100.0f, 0.1f + gameRandom.rand(20)/100.0f, gameRandom.rand(10)/100.0f));
+ } else
+ lightsprite->set_color(Color(0.3f, 0.1f, 0.0f));
// remove bullet when it's offscreen
float scroll_x =
Sector::current()->camera->get_translation().x;
void
Bullet::draw(DrawingContext& context)
{
+ //Draw the Sprite.
sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ //Draw the light if fire and dark
+ if(type == FIRE_BONUS){
+ context.get_light( get_bbox().get_middle(), &light );
+ if (light.red + light.green < 2.0){
+ context.push_target();
+ context.set_target(DrawingContext::LIGHTMAP);
+ sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ lightsprite->draw(context, get_bbox().get_middle(), 0);
+ context.pop_target();
+ }
+ }
}
void