#include "main.hpp"
#include "random_generator.hpp"
-BouncyCoin::BouncyCoin(const Vector& pos)
- : position(pos)
+/** this controls the time over which a bouncy coin fades */
+static const float FADE_TIME = .2f;
+/** this is the total life time of a bouncy coin */
+static const float LIFE_TIME = .5f;
+
+BouncyCoin::BouncyCoin(const Vector& pos, bool emerge)
+ : position(pos), emerge_distance(0)
{
- timer.start(.3);
+ timer.start(LIFE_TIME);
sprite = sprite_manager->create("images/objects/coin/coin.sprite");
- sprite->set_action("still");
+
+ if(emerge) {
+ emerge_distance = sprite->get_height();
+ }
}
BouncyCoin::~BouncyCoin()
void
BouncyCoin::update(float elapsed_time)
{
- position.y += -200 * elapsed_time;
+ float dist = -200 * elapsed_time;
+ position.y += dist;
+ emerge_distance += dist;
if(timer.check())
remove_me();
void
BouncyCoin::draw(DrawingContext& context)
{
- sprite->draw(context, position, LAYER_OBJECTS + 5);
+ float time_left = timer.get_timeleft();
+ bool fading = time_left < FADE_TIME;
+ if(fading) {
+ float alpha = time_left/FADE_TIME;
+ context.push_transform();
+ context.set_alpha(alpha);
+ }
+
+ int layer;
+ if(emerge_distance > 0) {
+ layer = LAYER_OBJECTS - 5;
+ } else {
+ layer = LAYER_OBJECTS + 5;
+ }
+ sprite->draw(context, position, layer);
+
+ if(fading) {
+ context.pop_transform();
+ }
}
//---------------------------------------------------------------------------
const Vector& pos, const Vector& nmovement)
: sprite(new Sprite(*nsprite)), position(pos), movement(nmovement)
{
- timer.start(.2);
+ timer.start(.2f);
}
BrokenBrick::~BrokenBrick()
FloatingText::FloatingText(const Vector& pos, const std::string& text_)
: position(pos), text(text_)
{
- timer.start(.1);
+ timer.start(.1f);
position.x -= text.size() * 8;
}
FloatingText::FloatingText(const Vector& pos, int score)
: position(pos)
{
- timer.start(.1);
+ timer.start(.1f);
// turn int into a string
char str[10];
void
FloatingText::draw(DrawingContext& context)
{
- // make an alpha animation when disapearing
+ // make an alpha animation when disappearing
int alpha;
if(timer.get_timeleft() < FADING_TIME)
alpha = int(timer.get_timeleft() * 255 / FADING_TIME);
context.push_transform();
context.set_alpha(alpha);
- context.draw_text(gold_text, text, position, LEFT_ALLIGN, LAYER_OBJECTS+1);
+ context.draw_text(normal_font, text, position, ALIGN_LEFT, LAYER_OBJECTS+1, FloatingText::text_color);
context.pop_transform();
}
SmokeCloud::SmokeCloud(const Vector& pos)
: position(pos)
{
- timer.start(.3);
+ timer.start(.3f);
sprite = sprite_manager->create("images/objects/particles/stomp.sprite");
}