#include "flame.hpp"
#include "log.hpp"
+static const std::string SOUNDFILE = "sounds/flame.wav";
+
Flame::Flame(const lisp::Lisp& reader)
- : angle(0), radius(100), speed(2), source(0)
+ : BadGuy(reader, "images/creatures/flame/flame.sprite", LAYER_FLOATINGOBJECTS), angle(0), radius(100), speed(2)
{
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
reader.get("radius", radius);
reader.get("speed", speed);
bbox.set_pos(Vector(start_position.x + cos(angle) * radius,
start_position.y + sin(angle) * radius));
- sprite = sprite_manager->create("images/creatures/flame/flame.sprite");
- bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
countMe = false;
- layer = LAYER_FLOATINGOBJECTS;
-}
+ sound_manager->preload(SOUNDFILE);
-Flame::Flame(const Flame& other)
- : BadGuy(other), angle(other.angle), radius(other.radius), speed(other.speed)
-{
- if (sound_manager->is_sound_enabled()) {
- source.reset(sound_manager->create_sound_source("sounds/flame.wav"));
- }
+ set_colgroup_active(COLGROUP_TOUCHABLE);
}
void
void
Flame::active_update(float elapsed_time)
{
- angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
+ angle = fmodf(angle + elapsed_time * speed, (float) (2*M_PI));
Vector newpos(start_position.x + cos(angle) * radius,
start_position.y + sin(angle) * radius);
movement = newpos - get_pos();
- if (sound_manager->is_sound_enabled())
- source->set_position(get_pos());
+ sound_source->set_position(get_pos());
}
void
Flame::activate()
{
- set_group(COLGROUP_TOUCHABLE);
-
- if (!sound_manager->is_sound_enabled())
- return;
-
- source.reset(sound_manager->create_sound_source("sounds/flame.wav"));
- if(source.get() == NULL) {
- log_warning << "Couldn't start flame sound" << std::endl;
- return;
- }
- source->set_position(get_pos());
- source->set_looping(true);
- source->set_gain(2.0);
- source->set_reference_distance(32);
- source->play();
+ sound_source.reset(sound_manager->create_sound_source(SOUNDFILE));
+ sound_source->set_position(get_pos());
+ sound_source->set_looping(true);
+ sound_source->set_gain(2.0);
+ sound_source->set_reference_distance(32);
+ sound_source->play();
}
void
Flame::deactivate()
{
- source.release();
+ sound_source.reset();
}
void
}
IMPLEMENT_FACTORY(Flame, "flame")
-