#include "object/sprite_particle.hpp"
Firefly::Firefly(const lisp::Lisp& lisp)
- : MovingSprite(lisp, "images/objects/firefly/firefly.sprite", LAYER_TILES, COLGROUP_TOUCHABLE), activated(false)
+ : MovingSprite(lisp, "images/objects/resetpoints/default-resetpoint.sprite", LAYER_TILES, COLGROUP_TOUCHABLE), activated(false)
{
-
+ initial_position = get_pos();
if( !lisp.get( "sprite", sprite_name ) ){
+ reactivate();
return;
}
if( sprite_name == "" ){
- sprite_name = "images/objects/firefly/firefly.sprite";
+ sprite_name = "images/objects/resetpoints/default-resetpoint.sprite";
+ reactivate();
return;
}
- //Replace sprite
+ //Replace sprite
sprite = sprite_manager->create( sprite_name );
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+ reactivate();
+}
+
+void
+Firefly::reactivate()
+{
+ if(GameSession::current()->get_reset_point_pos() == initial_position){
+ // TODO: && GameSession::current()->get_reset_point_sectorname() == <sector this firefly is in>
+ // GameSession::current()->get_current_sector()->get_name() is not yet initialized.
+ // Worst case a resetpoint in a different sector at the same position as the real
+ // resetpoint the player is spawning is set to ringing, too. Until we can check the sector, too, dont set
+ // activated = true; here.
+ sprite->set_action("ringing");
+ }
}
void
{
if(activated)
return ABORT_MOVE;
-
+
Player* player = dynamic_cast<Player*> (&other);
if(player) {
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));
- }
+ 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());
+ initial_position);
}
-
+
return ABORT_MOVE;
}