2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "object/firefly.hpp"
19 #include "math/random_generator.hpp"
20 #include "object/player.hpp"
21 #include "object/sprite_particle.hpp"
22 #include "supertux/game_session.hpp"
23 #include "supertux/object_factory.hpp"
24 #include "supertux/sector.hpp"
28 Firefly::Firefly(const Reader& lisp) :
29 MovingSprite(lisp, "images/objects/resetpoints/default-resetpoint.sprite", LAYER_TILES, COLGROUP_TOUCHABLE),
33 initial_position = get_pos();
34 if( !lisp.get( "sprite", sprite_name ) ){
38 if( sprite_name == "" ){
39 sprite_name = "images/objects/resetpoints/default-resetpoint.sprite";
44 sprite = sprite_manager->create( sprite_name );
45 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
52 if(GameSession::current()->get_reset_point_pos() == initial_position){
53 // TODO: && GameSession::current()->get_reset_point_sectorname() == <sector this firefly is in>
54 // GameSession::current()->get_current_sector()->get_name() is not yet initialized.
55 // Worst case a resetpoint in a different sector at the same position as the real
56 // resetpoint the player is spawning is set to ringing, too. Until we can check the sector, too, dont set
57 // activated = true; here.
58 sprite->set_action("ringing");
63 Firefly::collision(GameObject& other, const CollisionHit& )
68 Player* player = dynamic_cast<Player*> (&other);
71 // spawn some particles
72 // TODO: provide convenience function in MovingSprite or MovingObject?
73 for (int i = 0; i < 5; i++) {
74 Vector ppos = bbox.get_middle();
75 float angle = systemRandom.randf(-M_PI_2, M_PI_2);
76 float velocity = systemRandom.randf(450, 900);
77 float vx = sin(angle)*velocity;
78 float vy = -cos(angle)*velocity;
79 Vector pspeed = Vector(vx, vy);
80 Vector paccel = Vector(0, 1000);
81 Sector::current()->add_object(new SpriteParticle("images/objects/particles/reset.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
84 sprite->set_action("ringing");
85 GameSession::current()->set_reset_point(Sector::current()->get_name(),
92 IMPLEMENT_FACTORY(Firefly, "firefly");