const float BULLET_STARTING_YM = 0;
}
-Bullet::Bullet(const Vector& pos, float xm, int dir)
- : life_count(3)
+Bullet::Bullet(const Vector& pos, float xm, int dir, BonusType type)
+ : life_count(3), type(type)
{
- sprite.reset(sprite_manager->create("images/objects/bullets/firebullet.sprite"));
-
- bbox.set_pos(pos);
- bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
-
float speed = dir == RIGHT ? BULLET_XM : -BULLET_XM;
physic.set_velocity_x(speed + xm);
- physic.set_velocity_y(BULLET_STARTING_YM);
+
+ if(type == FIRE_BONUS) {
+ sprite.reset(sprite_manager->create("images/objects/bullets/firebullet.sprite"));
+ } else if(type == ICE_BONUS) {
+ life_count = 10;
+ sprite.reset(sprite_manager->create("images/objects/bullets/icebullet.sprite"));
+ } else {
+ log_warning << "Bullet::Bullet called with unknown BonusType" << std::endl;
+ life_count = 10;
+ sprite.reset(sprite_manager->create("images/objects/bullets/firebullet.sprite"));
+ }
+
+ bbox.set_pos(pos);
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
}
Bullet::~Bullet()
void
Bullet::update(float elapsed_time)
{
- // @not completely framerate independant :-/
- physic.set_velocity_y(physic.get_velocity_y() + 50 * elapsed_time);
-
- if(physic.get_velocity_y() > 900)
- physic.set_velocity_y(900);
- else if(physic.get_velocity_y() < -900)
- physic.set_velocity_y(-900);
-
+ // remove bullet when it's offscreen
float scroll_x =
Sector::current()->camera->get_translation().x;
float scroll_y =
physic.set_velocity_y(-physic.get_velocity_y());
life_count--;
} else if(hit.left || hit.right) {
- remove_me();
+ if(type == ICE_BONUS) {
+ physic.set_velocity_x(-physic.get_velocity_x());
+ life_count--;
+ } else
+ remove_me();
}
}
+void
+Bullet::ricochet(GameObject& , const CollisionHit& hit)
+{
+ collision_solid(hit);
+}
+
HitResponse
Bullet::collision(GameObject& , const CollisionHit& )
{
return FORCE_MOVE;
}
-
-