1 // SuperTux -- Explosion object
2 // Copyright (C) 2007 Christoph Sommer <christoph.sommer@2007.expires.deltadevelopment.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "object/explosion.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "badguy/badguy.hpp"
21 #include "badguy/walking_badguy.hpp"
22 #include "math/random_generator.hpp"
23 #include "object/player.hpp"
24 #include "object/sprite_particle.hpp"
25 #include "supertux/object_factory.hpp"
26 #include "supertux/sector.hpp"
30 Explosion::Explosion(const Vector& pos) :
31 MovingSprite(pos, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_MOVING),
36 sound_manager->preload("sounds/explosion.wav");
37 set_pos(get_pos() - (get_bbox().get_middle() - get_pos()));
40 Explosion::Explosion(const Reader& reader) :
41 MovingSprite(reader, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_MOVING),
46 sound_manager->preload("sounds/explosion.wav");
52 if (state != STATE_WAITING)
54 state = STATE_EXPLODING;
56 set_action("default", 1);
57 sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action
58 sound_manager->play("sounds/explosion.wav", get_pos());
61 // spawn some particles
62 // TODO: provide convenience function in MovingSprite or MovingObject?
63 for (int i = 0; i < 100; i++) {
64 Vector ppos = bbox.get_middle();
65 float angle = graphicsRandom.randf(-M_PI_2, M_PI_2);
66 float velocity = graphicsRandom.randf(450, 900);
67 float vx = sin(angle)*velocity;
68 float vy = -cos(angle)*velocity;
69 Vector pspeed = Vector(vx, vy);
70 Vector paccel = Vector(0, 1000);
71 Sector::current()->add_object(new SpriteParticle("images/objects/particles/explosion.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
76 Vector center = get_bbox ().get_middle ();
77 std::vector<MovingObject*> near_objects = Sector::current()->get_nearby_objects (center, 10.0 * 32.0);
79 for (size_t i = 0; i < near_objects.size (); i++) {
80 MovingObject *obj = near_objects[i];
81 Vector obj_vector = obj->get_bbox ().get_middle ();
82 Vector direction = obj_vector - center;
83 float distance = direction.norm ();
85 /* If the distance is very small, for example because "obj" is the badguy
86 * causing the explosion, skip this object. */
90 /* The force decreases with the distance squared. In the distance of one
91 * tile (32 pixels) you will have a speed increase of 150 pixels/s. */
92 float force = 150.0 * 32.0*32.0 / (distance * distance);
96 Vector add_speed = direction.unit () * force;
98 Player *player = dynamic_cast<Player *> (obj);
100 player->add_velocity (add_speed);
103 WalkingBadguy *badguy = dynamic_cast<WalkingBadguy *> (obj);
105 badguy->add_velocity (add_speed);
107 } /* for (i = 0 ... near_objects) */
112 Explosion::update(float )
118 case STATE_EXPLODING:
119 if(sprite->animation_done()) {
127 Explosion::collision(GameObject& other, const CollisionHit& )
129 if ((state != STATE_EXPLODING) || !hurt)
132 Player* player = dynamic_cast<Player*>(&other);
137 BadGuy* badguy = dynamic_cast<BadGuy*>(&other);