#include "badguy/badguy.hpp"
#include "badguy/walking_badguy.hpp"
#include "math/random_generator.hpp"
+#include "object/particles.hpp"
#include "object/player.hpp"
#include "object/sprite_particle.hpp"
#include "sprite/sprite.hpp"
push(false),
state(STATE_WAITING),
light(0.0f,0.0f,0.0f),
- lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-large.sprite"))
+ lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-large.sprite"))
{
- sound_manager->preload("sounds/explosion.wav");
- sound_manager->preload("sounds/firecracker.ogg");
+ SoundManager::current()->preload("sounds/explosion.wav");
+ SoundManager::current()->preload("sounds/firecracker.ogg");
set_pos(get_pos() - (get_bbox().get_middle() - get_pos()));
lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
lightsprite->set_color(Color(0.6f, 0.6f, 0.6f));
push(false),
state(STATE_WAITING),
light(0.0f,0.0f,0.0f),
- lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-large.sprite"))
+ lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-large.sprite"))
{
- sound_manager->preload("sounds/explosion.wav");
- sound_manager->preload("sounds/firecracker.ogg");
+ SoundManager::current()->preload("sounds/explosion.wav");
+ SoundManager::current()->preload("sounds/firecracker.ogg");
lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
lightsprite->set_color(Color(0.6f, 0.6f, 0.6f));
}
set_action(hurt ? "default" : "pop", 1);
sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action
sprite->set_angle(graphicsRandom.randf(0, 360)); // a random rotation on the sprite to make explosions appear more random
- sound_manager->play(hurt ? "sounds/explosion.wav" : "sounds/firecracker.ogg", get_pos());
+ SoundManager::current()->play(hurt ? "sounds/explosion.wav" : "sounds/firecracker.ogg", 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 = graphicsRandom.randf(-M_PI_2, M_PI_2);
- float velocity = graphicsRandom.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));
- }
-#endif
+ int pnumber = push ? 8 : 100;
+ Sector::current()->add_object(std::make_shared<Particles>(
+ bbox.get_middle(), -360, 360, 450, 900, Vector(0, 1000), pnumber, Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS-1));
if (push) {
Vector center = get_bbox ().get_middle ();
} /* if (push) */
}
-void
+void
Explosion::update(float )
{
switch(state) {