-// $Id: rainsplash.cpp 3327 2006-04-13 15:02:40Z ravu_al_hemio $
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.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.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include "sprite_particle.hpp"
-#include "sector.hpp"
-#include "camera.hpp"
-#include "main.hpp"
+#include "object/camera.hpp"
+#include "object/sprite_particle.hpp"
+#include "supertux/main.hpp"
+#include "supertux/sector.hpp"
-SpriteParticle::SpriteParticle(std::string sprite_name, Vector position, Vector velocity, Vector acceleration, int drawing_layer)
- : position(position), velocity(velocity), acceleration(acceleration), drawing_layer(drawing_layer)
+SpriteParticle::SpriteParticle(std::string sprite_name, std::string action,
+ Vector position, AnchorPoint anchor, Vector velocity, Vector acceleration,
+ int drawing_layer) :
+ position(position),
+ velocity(velocity),
+ acceleration(acceleration),
+ drawing_layer(drawing_layer)
{
sprite = sprite_manager->create(sprite_name);
- if (!sprite) throw std::runtime_error("Could not load sprite "+sprite_name);
- sprite->set_animation_loops(1);
+ if (!sprite.get()) throw std::runtime_error("Could not load sprite "+sprite_name);
+ sprite->set_action(action, 1);
+ sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action
+
+ this->position -= get_anchor_pos(sprite->get_current_hitbox(), anchor);
}
-
-SpriteParticle::~SpriteParticle()
+
+SpriteParticle::~SpriteParticle()
{
remove_me();
}
}
void
-SpriteParticle::update(float elapsed_time)
+SpriteParticle::update(float elapsed_time)
{
// die when animation is complete
if (sprite->animation_done()) {
// die when too far offscreen
Vector camera = Sector::current()->camera->get_translation();
- if ((position.x < camera.x - 128) || (position.x > SCREEN_WIDTH + camera.x + 128) ||
+ if ((position.x < camera.x - 128) || (position.x > SCREEN_WIDTH + camera.x + 128) ||
(position.y < camera.y - 128) || (position.y > SCREEN_HEIGHT + camera.y + 128)) {
remove_me();
return;
}
void
-SpriteParticle::draw(DrawingContext& context)
+SpriteParticle::draw(DrawingContext& context)
{
- sprite->draw(context, position, drawing_layer);
+ sprite->draw(context, position, drawing_layer);
}
+
+/* EOF */