#include "resources.h"
#include "sector.h"
#include "tilemap.h"
+#include "video/drawing_context.h"
+#include "camera.h"
BouncyDistro::BouncyDistro(const Vector& pos)
: position(pos)
void
FloatingScore::draw(DrawingContext& context)
{
- context.draw_text(gold_text, str, position, LAYER_OBJECTS);
+ context.draw_text(gold_text, str, position, LEFT_ALLIGN, LAYER_OBJECTS);
}
/* Trampoline */
img_smoke_cloud->draw(context, position, LAYER_OBJECTS+1);
}
+Particles::Particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color_, int size_, int life_time)
+ : color(color_), size(size_), vel(velocity), accel(acceleration)
+{
+ if(life_time == 0)
+ {
+ live_forever = true;
+ }
+ else
+ {
+ live_forever = false;
+ timer.start(life_time);
+ }
+
+ // create particles
+ for(int p = 0; p < number; p++)
+ {
+ Particle* particle = new Particle;
+ particle->pos = epicenter;
+ particle->angle = (rand() % 360) * (M_PI / 180); // in radius
+
+ particles.push_back(particle);
+ }
+}
+
+Particles::~Particles()
+{
+ // free particles
+ for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+ delete (*i);
+}
+
+void
+Particles::action(float elapsed_time)
+{
+ vel.x += accel.x * elapsed_time;
+ vel.y += accel.y * elapsed_time;
+
+ int camera_x = (int)Sector::current()->camera->get_translation().x;
+ int camera_y = (int)Sector::current()->camera->get_translation().y;
+
+ // update particles
+ for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+ {
+ (*i)->pos.x += sin((*i)->angle) * vel.x * elapsed_time;
+ (*i)->pos.y += cos((*i)->angle) * vel.y * elapsed_time;
+
+ if((*i)->pos.x < camera_x || (*i)->pos.x > screen->w + camera_x ||
+ (*i)->pos.y < camera_y || (*i)->pos.y > screen->h + camera_y)
+ {
+ delete (*i);
+ particles.erase(i);
+ }
+ }
+
+ if((!timer.check() && !live_forever) || particles.size() == 0)
+ remove_me();
+}
+
+void
+Particles::draw(DrawingContext& context)
+{
+ // draw particles
+ for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+ {
+ context.draw_filled_rect((*i)->pos, Vector(size,size), color, LAYER_OBJECTS+10);
+ }
+}
+
void load_object_gfx()
{
img_trampoline = sprite_manager->load("trampoline");
+ img_trampoline->start_animation(0);
img_flying_platform = sprite_manager->load("flying_platform");
img_smoke_cloud = sprite_manager->load("stomp");
}