Replaced Ref and RefCounter with std::shared_ptr<>
[supertux.git] / src / object / star.cpp
index 9e7932a..fb505b6 100644 (file)
 //  You should have received a copy of the GNU General Public License
 //  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
+#include "math/random_generator.hpp"
 #include "object/player.hpp"
+#include "object/sprite_particle.hpp"
 #include "object/star.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
 
 static const float INITIALJUMP = -400;
-static const float SPEED = 150;
-static const float JUMPSPEED = -300;
+static const float STAR_SPEED = 150;
+static const float JUMPSTAR_SPEED = -300;
 
 Star::Star(const Vector& pos, Direction direction) :
   MovingSprite(pos, "images/powerups/star/star.sprite", LAYER_OBJECTS, COLGROUP_MOVING),
-  physic()
+  physic(),
+  light(0.0f,0.0f,0.0f),
+  lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
 {
-  physic.set_velocity((direction == LEFT) ? -SPEED : SPEED, INITIALJUMP);
+  physic.set_velocity((direction == LEFT) ? -STAR_SPEED : STAR_SPEED, INITIALJUMP);
+  //set light for glow effect
+  lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+  lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
 }
 
 void
 Star::update(float elapsed_time)
 {
   movement = physic.get_movement(elapsed_time);
+
+  // when near Tux, spawn particles
+  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(std::make_shared<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
+Star::draw(DrawingContext& context){
+  //Draw the Sprite.
+  MovingSprite::draw(context);
+  //Draw the light when dark
+  context.get_light( get_bbox().get_middle(), &light );
+  if (light.red + light.green + light.blue < 3.0){
+    MovingSprite::draw(context);
+    context.push_target();
+    context.set_target(DrawingContext::LIGHTMAP);
+    lightsprite->draw(context, get_bbox().get_middle(), 0);
+    context.pop_target();
+  }
 }
 
 void
 Star::collision_solid(const CollisionHit& hit)
 {
   if(hit.bottom) {
-    physic.set_velocity_y(JUMPSPEED);
+    physic.set_velocity_y(JUMPSTAR_SPEED);
   } else if(hit.top) {
     physic.set_velocity_y(0);
   } else if(hit.left || hit.right) {