Getting rid of nasty tabs
[supertux.git] / src / object / explosion.cpp
index 5d64ca2..8286663 100644 (file)
 #include "explosion.hpp"
 #include "badguy/badguy.hpp"
 #include "object/sprite_particle.hpp"
-
-#include "resources.hpp"
-#include "video/drawing_context.hpp"
-#include "sprite/sprite_manager.hpp"
-#include "player.hpp"
-#include "sector.hpp"
-#include "player_status.hpp"
-#include "gameobjs.hpp"
-#include "statistics.hpp"
-#include "object_factory.hpp"
-#include "level.hpp"
 #include "random_generator.hpp"
-#include "audio/sound_source.hpp"
-#include "audio/sound_manager.hpp"
-#include "timer.hpp"
 
 Explosion::Explosion(const Vector& pos)
-       : MovingSprite(pos, "images/objects/explosion/explosion.sprite", LAYER_BACKGROUNDTILES+10, COLGROUP_TOUCHABLE), state(STATE_WAITING)
+        : MovingSprite(pos, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_TOUCHABLE), 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_BACKGROUNDTILES+10, COLGROUP_TOUCHABLE), state(STATE_WAITING)
+        : MovingSprite(reader, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_TOUCHABLE), state(STATE_WAITING)
 {
   sound_manager->preload("sounds/explosion.wav");
 }
@@ -61,18 +47,21 @@ Explosion::explode()
   sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action
   sound_manager->play("sounds/explosion.wav", get_pos());
 
-  // 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));
-  }
+  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));
+      }
+    }
 }
 
 void 
@@ -84,7 +73,7 @@ Explosion::update(float )
       break;
     case STATE_EXPLODING:
       if(sprite->animation_done()) {
-       remove_me();
+        remove_me();
       }
       break;
   }