#include "object_factory.hpp"
#include "game_session.hpp"
#include "sector.hpp"
+#include "random_generator.hpp"
+#include "object/sprite_particle.hpp"
Firefly::Firefly(const lisp::Lisp& lisp)
- : ringing(false)
+ : MovingSprite(lisp, "images/objects/resetpoints/default-resetpoint.sprite", LAYER_TILES, COLGROUP_TOUCHABLE), activated(false)
{
- lisp.get("x", bbox.p1.x);
- lisp.get("y", bbox.p1.y);
- bbox.set_size(32, 32);
- sprite = sprite_manager->create("images/objects/firefly/firefly.sprite");
- set_group(COLGROUP_TOUCHABLE);
-}
-Firefly::~Firefly()
-{
- delete sprite;
+ if( !lisp.get( "sprite", sprite_name ) ){
+ return;
+ }
+ if( sprite_name == "" ){
+ sprite_name = "images/objects/resetpoints/default-resetpoint.sprite";
+ return;
+ }
+ //Replace sprite
+ sprite = sprite_manager->create( sprite_name );
+ bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
}
void
writer.start_list("firefly");
writer.write_float("x", bbox.p1.x);
writer.write_float("y", bbox.p1.y);
- writer.end_list("Firefly");
-}
-
-void
-Firefly::update(float )
-{
-}
-
-void
-Firefly::draw(DrawingContext& context)
-{
- sprite->draw(context, get_pos(), LAYER_TILES);
+ writer.end_list("firefly");
}
HitResponse
Firefly::collision(GameObject& other, const CollisionHit& )
{
- if(ringing)
+ if(activated)
return ABORT_MOVE;
-
+
Player* player = dynamic_cast<Player*> (&other);
if(player) {
- ringing = true;
+ activated = true;
+// spawn some particles
+// TODO: provide convenience function in MovingSprite or MovingObject?
+ for (int i = 0; i < 5; 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/reset.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
+ }
// TODO play sound
sprite->set_action("ringing");
GameSession::current()->set_reset_point(Sector::current()->get_name(),
get_pos());
}
-
+
return ABORT_MOVE;
}