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.
24 static const float TICKINGTIME = 1;
25 static const float EXPLOSIONTIME = 1;
27 Bomb::Bomb(const Vector& pos, Direction dir)
28 : BadGuy(pos, "images/creatures/mr_bomb/bomb.sprite")
30 state = STATE_TICKING;
31 timer.start(TICKINGTIME);
33 sprite->set_action(dir == LEFT ? "ticking-left" : "ticking-right");
36 ticking.reset(sound_manager->create_sound_source("sounds/ticking.wav"));
37 ticking->set_position(get_pos());
38 ticking->set_looping(true);
39 ticking->set_gain(2.0);
40 ticking->set_reference_distance(32);
44 Bomb::Bomb(const Bomb& other)
45 : BadGuy(other), state(other.state), timer(other.timer)
47 if (state == STATE_TICKING) {
48 ticking.reset(sound_manager->create_sound_source("sounds/ticking.wav"));
49 ticking->set_position(get_pos());
50 ticking->set_looping(true);
51 ticking->set_gain(2.0);
52 ticking->set_reference_distance(32);
58 Bomb::write(lisp::Writer& )
60 // bombs are only temporarily so don't write them out...
64 Bomb::collision_solid(GameObject& , const CollisionHit& hit)
66 if(fabsf(hit.normal.y) > .5)
67 physic.set_velocity_y(0);
73 Bomb::collision_player(Player& player, const CollisionHit& )
75 if(state == STATE_EXPLODING) {
82 Bomb::collision_badguy(BadGuy& badguy, const CollisionHit& )
84 if(state == STATE_EXPLODING)
90 Bomb::active_update(float )
94 ticking->set_position(get_pos());
111 state = STATE_EXPLODING;
112 set_group(COLGROUP_TOUCHABLE);
113 sprite->set_action("explosion");
114 sound_manager->play("sounds/explosion.wav", get_pos());
115 timer.start(EXPLOSIONTIME);
121 if (state != STATE_EXPLODING) // we don't want it exploding again