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 static const float TICKINGTIME = 1;
27 static const float EXPLOSIONTIME = 1;
29 Bomb::Bomb(const Vector& pos, Direction dir)
30 : BadGuy(pos, "images/creatures/mr_bomb/bomb.sprite")
32 state = STATE_TICKING;
33 timer.start(TICKINGTIME);
35 sprite->set_action(dir == LEFT ? "ticking-left" : "ticking-right");
38 ticking.reset(sound_manager->create_sound_source("sounds/ticking.wav"));
39 ticking->set_position(get_pos());
40 ticking->set_looping(true);
41 ticking->set_gain(2.0);
42 ticking->set_reference_distance(32);
46 Bomb::Bomb(const Bomb& other)
47 : BadGuy(other), state(other.state), timer(other.timer)
49 if (state == STATE_TICKING) {
50 ticking.reset(sound_manager->create_sound_source("sounds/ticking.wav"));
51 ticking->set_position(get_pos());
52 ticking->set_looping(true);
53 ticking->set_gain(2.0);
54 ticking->set_reference_distance(32);
60 Bomb::write(lisp::Writer& )
62 // bombs are only temporarily so don't write them out...
66 Bomb::collision_solid(GameObject& , const CollisionHit& hit)
68 if(fabsf(hit.normal.y) > .5)
69 physic.set_velocity_y(0);
75 Bomb::collision_player(Player& player, const CollisionHit& )
77 if(state == STATE_EXPLODING) {
84 Bomb::collision_badguy(BadGuy& badguy, const CollisionHit& )
86 if(state == STATE_EXPLODING)
92 Bomb::active_update(float )
96 ticking->set_position(get_pos());
101 case STATE_EXPLODING:
113 state = STATE_EXPLODING;
114 set_group(COLGROUP_TOUCHABLE);
115 sprite->set_action("explosion");
116 sound_manager->play("sounds/explosion.wav", get_pos());
117 timer.start(EXPLOSIONTIME);
119 // spawn some particles
120 // TODO: provide convenience function in MovingSprite or MovingObject?
121 for (int i = 0; i < 100; i++) {
122 Vector ppos = bbox.get_middle();
123 float angle = systemRandom.randf(-M_PI_2, M_PI_2);
124 float velocity = systemRandom.randf(450, 900);
125 float vx = sin(angle)*velocity;
126 float vy = -cos(angle)*velocity;
127 Vector pspeed = Vector(vx, vy);
128 Vector paccel = Vector(0, 1000);
129 Sector::current()->add_object(new SpriteParticle("images/objects/particles/smoke.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
137 if (state != STATE_EXPLODING) // we don't want it exploding again