// 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 STAR_SPEED = 150;
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(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