// 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>
}
+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)
{
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();
{
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