Made code -Wshadow clean, missed a bunch of issues in the last commit
[supertux.git] / src / object / powerup.cpp
index a70560f..09feaaf 100644 (file)
 //  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
 #include "audio/sound_manager.hpp"
+#include "math/random_generator.hpp"
 #include "object/player.hpp"
 #include "object/powerup.hpp"
-#include "supertux/object_factory.hpp"
-#include "supertux/sector.hpp"
+#include "object/sprite_particle.hpp"
+#include "scripting/level.hpp"
 #include "sprite/sprite.hpp"
 #include "sprite/sprite_manager.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
 #include "util/reader.hpp"
 
 #include <sstream>
@@ -54,6 +57,31 @@ PowerUp::PowerUp(const Reader& lisp) :
 
 }
 
+PowerUp::PowerUp(const Vector& pos, const std::string& sprite_name_) :
+  MovingSprite(pos, sprite_name_, LAYER_OBJECTS, COLGROUP_MOVING),
+  physic(),
+  script(),
+  no_physics(false),
+  light(0.0f,0.0f,0.0f),
+  lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
+{
+  physic.enable_gravity(true);
+  sound_manager->preload("sounds/grow.ogg");
+  sound_manager->preload("sounds/fire-flower.wav");
+  //set default light for glow effect for standard sprites
+  lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+  lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
+  if (sprite_name == "images/powerups/egg/egg.sprite") {
+    lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));
+  } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
+    lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
+  } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
+    lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
+  } else if (sprite_name == "images/powerups/star/star.sprite") {
+    lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
+  }
+}
+
 void
 PowerUp::collision_solid(const CollisionHit& hit)
 {
@@ -96,6 +124,8 @@ PowerUp::collision(GameObject& other, const CollisionHit&)
     player->make_invincible();
   } else if (sprite_name == "images/powerups/1up/1up.sprite") {
     player->get_status()->add_coins(100);
+  } else if (sprite_name == "images/powerups/potions/red-potion.sprite") {
+    scripting::Level_flip_vertically();
   }
 
   remove_me();
@@ -107,6 +137,29 @@ PowerUp::update(float elapsed_time)
 {
   if (!no_physics)
     movement = physic.get_movement(elapsed_time);
+  //Stars sparkle when close to Tux
+  if (sprite_name == "images/powerups/star/star.sprite"){
+    Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
+    if (player) {
+      float disp_x = player->get_bbox().p1.x - bbox.p1.x;
+      float disp_y = player->get_bbox().p1.y - bbox.p1.y;
+      if (disp_x*disp_x + disp_y*disp_y <= 256*256)
+      {
+        if (graphicsRandom.rand(0, 2) == 0) {
+          float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
+          float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
+          Vector ppos = Vector(px, py);
+          Vector pspeed = Vector(0, 0);
+          Vector paccel = Vector(0, 0);
+          Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
+                                                          // draw bright sparkles when very close to Tux, dark sparkles when slightly further
+                                                          (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
+                                                          // make every other a longer sparkle to make trail a bit fuzzy
+                                                          (size_t(game_time*20)%2) ? "small" : "medium" : "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+        }
+      }
+    }
+  }
 }
 
 void