#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
Coin::collect()
{
- static Timer sound_timer; /**< time since last Coin was collected */
+ // TODO: commented out musical code. Maybe fork this for a special "MusicalCoin" object?
+ /*
+ static Timer sound_timer;
static int pitch_one = 128;
static float last_pitch = 1;
float pitch = 1;
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);
-
- Sector::current()->player->get_status()->add_coins(1, false);
+ soundSource->play();
+ sound_manager->manage_source(soundSource);
+*/
+ Sector::current()->player->get_status()->add_coins(1);
Sector::current()->add_object(new BouncyCoin(get_pos()));
Sector::current()->get_level()->stats.coins++;
remove_me();