#include "explosion.hpp"
#include "badguy/badguy.hpp"
#include "object/sprite_particle.hpp"
-
-#include "resources.hpp"
-#include "video/drawing_context.hpp"
-#include "sprite/sprite_manager.hpp"
-#include "player.hpp"
-#include "sector.hpp"
-#include "player_status.hpp"
-#include "gameobjs.hpp"
-#include "statistics.hpp"
-#include "object_factory.hpp"
-#include "level.hpp"
#include "random_generator.hpp"
-#include "audio/sound_source.hpp"
-#include "audio/sound_manager.hpp"
-#include "timer.hpp"
Explosion::Explosion(const Vector& pos)
- : MovingSprite(pos, "images/objects/explosion/explosion.sprite", LAYER_BACKGROUNDTILES+10, COLGROUP_TOUCHABLE), state(STATE_WAITING)
+ : MovingSprite(pos, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_TOUCHABLE), state(STATE_WAITING)
{
sound_manager->preload("sounds/explosion.wav");
set_pos(get_pos() - (get_bbox().get_middle() - get_pos()));
}
Explosion::Explosion(const lisp::Lisp& reader)
- : MovingSprite(reader, "images/objects/explosion/explosion.sprite", LAYER_BACKGROUNDTILES+10, COLGROUP_TOUCHABLE), state(STATE_WAITING)
+ : MovingSprite(reader, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_TOUCHABLE), state(STATE_WAITING)
{
sound_manager->preload("sounds/explosion.wav");
}
sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action
sound_manager->play("sounds/explosion.wav", get_pos());
- // spawn some particles
- // TODO: provide convenience function in MovingSprite or MovingObject?
- for (int i = 0; i < 100; i++) {
- Vector ppos = bbox.get_middle();
- float angle = systemRandom.randf(-M_PI_2, M_PI_2);
- float velocity = systemRandom.randf(450, 900);
- float vx = sin(angle)*velocity;
- float vy = -cos(angle)*velocity;
- Vector pspeed = Vector(vx, vy);
- Vector paccel = Vector(0, 1000);
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/explosion.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
- }
+ if (0)
+ {
+ // spawn some particles
+ // TODO: provide convenience function in MovingSprite or MovingObject?
+ for (int i = 0; i < 100; i++) {
+ Vector ppos = bbox.get_middle();
+ float angle = systemRandom.randf(-M_PI_2, M_PI_2);
+ float velocity = systemRandom.randf(450, 900);
+ float vx = sin(angle)*velocity;
+ float vy = -cos(angle)*velocity;
+ Vector pspeed = Vector(vx, vy);
+ Vector paccel = Vector(0, 1000);
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/explosion.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
+ }
+ }
}
void
break;
case STATE_EXPLODING:
if(sprite->animation_done()) {
- remove_me();
+ remove_me();
}
break;
}