4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "random_generator.hpp"
24 #include "object/sprite_particle.hpp"
26 Bomb::Bomb(const Vector& pos, Direction dir, std::string custom_sprite /*= "images/creatures/mr_bomb/mr_bomb.sprite"*/ )
27 : BadGuy( pos, dir, custom_sprite )
29 state = STATE_TICKING;
30 set_action(dir == LEFT ? "ticking-left" : "ticking-right", 1);
33 ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
34 ticking->set_position(get_pos());
35 ticking->set_looping(true);
36 ticking->set_gain(2.0);
37 ticking->set_reference_distance(32);
41 Bomb::Bomb(const Bomb& other)
42 : BadGuy(other), state(other.state)
44 if (state == STATE_TICKING) {
45 ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
46 ticking->set_position(get_pos());
47 ticking->set_looping(true);
48 ticking->set_gain(2.0);
49 ticking->set_reference_distance(32);
55 Bomb::write(lisp::Writer& )
57 // bombs are only temporarily so don't write them out...
61 Bomb::collision_solid(const CollisionHit& hit)
64 physic.set_velocity_y(0);
68 Bomb::collision_player(Player& player, const CollisionHit& )
70 if(state == STATE_EXPLODING) {
77 Bomb::collision_badguy(BadGuy& badguy, const CollisionHit& )
79 if(state == STATE_EXPLODING)
85 Bomb::active_update(float )
89 ticking->set_position(get_pos());
90 if(sprite->animation_done()) {
95 if(sprite->animation_done()) {
106 state = STATE_EXPLODING;
107 set_group(COLGROUP_TOUCHABLE);
108 sound_manager->play("sounds/explosion.wav", get_pos());
109 set_action("explosion", 1, ANCHOR_BOTTOM);
111 // spawn some particles
112 // TODO: provide convenience function in MovingSprite or MovingObject?
113 for (int i = 0; i < 100; i++) {
114 Vector ppos = bbox.get_middle();
115 float angle = systemRandom.randf(-M_PI_2, M_PI_2);
116 float velocity = systemRandom.randf(450, 900);
117 float vx = sin(angle)*velocity;
118 float vy = -cos(angle)*velocity;
119 Vector pspeed = Vector(vx, vy);
120 Vector paccel = Vector(0, 1000);
121 Sector::current()->add_object(new SpriteParticle("images/objects/particles/explosion.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
129 if (state != STATE_EXPLODING) // we don't want it exploding again