#include "timer.hpp"
Coin::Coin(const Vector& pos)
+ : MovingSprite(pos, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE)
{
- bbox.set_pos(pos);
- bbox.set_size(32, 32);
- sprite = sprite_manager->create("images/objects/coin/coin.sprite");
- set_group(COLGROUP_TOUCHABLE);
+ sound_manager->preload("sounds/coin.wav");
}
Coin::Coin(const lisp::Lisp& reader)
+ : MovingSprite(reader, "images/objects/coin/coin.sprite", LAYER_TILES, COLGROUP_TOUCHABLE)
{
- reader.get("x", bbox.p1.x);
- reader.get("y", bbox.p1.y);
- bbox.set_size(32, 32);
- sprite = sprite_manager->create("images/objects/coin/coin.sprite");
- set_group(COLGROUP_TOUCHABLE);
-}
-
-Coin::~Coin()
-{
- delete sprite;
-}
-
-void
-Coin::update(float )
-{
-}
-
-void
-Coin::draw(DrawingContext& context)
-{
- sprite->draw(context, get_pos(), LAYER_TILES);
+ sound_manager->preload("sounds/coin.wav");
}
void
{
// TODO: commented out musical code. Maybe fork this for a special "MusicalCoin" object?
/*
- static Timer sound_timer;
+ static Timer sound_timer;
static int pitch_one = 128;
static float last_pitch = 1;
float pitch = 1;
pitch_one = tile;
pitch = 1;
last_pitch = 1;
- }
+ }
else if (sound_timer.get_timegone() < 0.02) {
pitch = last_pitch;
- }
- else
+ }
+ else
{
switch ((pitch_one - tile) % 7) {
case -6:
SoundSource* soundSource = sound_manager->create_sound_source("sounds/coin.wav");
soundSource->set_position(get_pos());
soundSource->set_pitch(pitch);
- sound_manager->play_and_delete(soundSource);
+ soundSource->play();
+ sound_manager->manage_source(soundSource);
*/
Sector::current()->player->get_status()->add_coins(1);
Sector::current()->add_object(new BouncyCoin(get_pos()));