-// $Id$
-//
// SuperTux -- Explosion object
// Copyright (C) 2007 Christoph Sommer <christoph.sommer@2007.expires.deltadevelopment.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
// 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>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include "explosion.hpp"
+#include "object/explosion.hpp"
+#include "audio/sound_manager.hpp"
#include "badguy/badguy.hpp"
+#include "math/random_generator.hpp"
+#include "object/player.hpp"
#include "object/sprite_particle.hpp"
-#include "random_generator.hpp"
-#include "object_factory.hpp"
-#include "audio/sound_manager.hpp"
-#include "sector.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
#include <math.h>
Explosion::Explosion(const Vector& pos)
- : MovingSprite(pos, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_TOUCHABLE), state(STATE_WAITING)
+ : MovingSprite(pos, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_MOVING), state(STATE_WAITING)
{
sound_manager->preload("sounds/explosion.wav");
set_pos(get_pos() - (get_bbox().get_middle() - get_pos()));
}
-Explosion::Explosion(const lisp::Lisp& reader)
- : MovingSprite(reader, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_TOUCHABLE), state(STATE_WAITING)
+Explosion::Explosion(const Reader& reader)
+ : MovingSprite(reader, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_MOVING), state(STATE_WAITING)
{
sound_manager->preload("sounds/explosion.wav");
}
sound_manager->play("sounds/explosion.wav", get_pos());
if (0)
- {
- // 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));
- }
+ {
+ // 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
return ABORT_MOVE;
}
-IMPLEMENT_FACTORY(Explosion, "explosion");
-
+/* EOF */