// 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) {