+// $Id$
+//
+// SuperTux
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#include <config.h>
#include <math.h>
-#include "bullet.h"
-#include "defines.h"
-#include "resources.h"
-#include "camera.h"
-#include "sector.h"
-#include "app/globals.h"
-#include "special/sprite_manager.h"
-#include "badguy/badguy.h"
+#include "bullet.hpp"
+#include "resources.hpp"
+#include "camera.hpp"
+#include "sector.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "badguy/badguy.hpp"
+#include "main.hpp"
-static const float BULLET_XM = 300;
+static const float BULLET_XM = 600;
static const float BULLET_STARTING_YM = 0;
Bullet::Bullet(const Vector& pos, float xm, int dir, int kind_)
if (kind == ICE_BULLET) {
life_count = 6; //ice-bullets get "extra lives" for bumping off walls
- sprite = sprite_manager->create("icebullet");
+ sprite = sprite_manager->create("images/objects/bullets/icebullet.sprite");
} else if(kind == FIRE_BULLET) {
- sprite = sprite_manager->create("firebullet");
+ sprite = sprite_manager->create("images/objects/bullets/firebullet.sprite");
}
}
}
void
-Bullet::action(float elapsed_time)
+Bullet::update(float elapsed_time)
{
if(kind == FIRE_BULLET) {
// @not completely framerate independant :-/
float scroll_y =
Sector::current()->camera->get_translation().y;
if (get_pos().x < scroll_x ||
- get_pos().x > scroll_x + screen->w ||
+ get_pos().x > scroll_x + SCREEN_WIDTH ||
// get_pos().y < scroll_y ||
- get_pos().y > scroll_y + screen->h ||
+ get_pos().y > scroll_y + SCREEN_HEIGHT ||
life_count <= 0) {
remove_me();
return;
return CONTINUE;
}
+ // hit a Badguy
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
if(badguy) {
- badguy->kill_fall();
remove_me();
return FORCE_MOVE;
}
- // TODO kill badguys
return FORCE_MOVE;
}