#include "random_generator.hpp"
#include "sector.hpp"
#include "particles.hpp"
+#include "scripting/wind.hpp"
+#include "scripting/squirrel_util.hpp"
-Wind::Wind(const lisp::Lisp& reader) : acceleration(100), elapsed_time(0)
+Wind::Wind(const lisp::Lisp& reader)
+ : blowing(true), acceleration(100), elapsed_time(0)
{
+ reader.get("name", name);
reader.get("x", bbox.p1.x);
reader.get("y", bbox.p1.y);
float w = 32, h = 32;
reader.get("height", h);
bbox.set_size(w, h);
+ reader.get("blowing", blowing);
+
float speed_x = 0, speed_y = 0;
reader.get("speed-x", speed_x);
reader.get("speed-y", speed_y);
Wind::update(float elapsed_time)
{
this->elapsed_time = elapsed_time;
+
+ if (!blowing) return;
+
// TODO: nicer, configurable particles for wind?
if (systemRandom.rand(0, 100) < 20) {
// emit a particle
Vector ppos = Vector(systemRandom.randf(bbox.p1.x+8, bbox.p2.x-8), systemRandom.randf(bbox.p1.y+8, bbox.p2.y-8));
Vector pspeed = Vector(speed.x, speed.y);
- Sector::current()->add_object(new Particles(ppos, 44, 46, pspeed, Vector(0,0), 1, Color(.4, .4, .4), 3, .1, LAYER_BACKGROUNDTILES+1));
+ Sector::current()->add_object(new Particles(ppos, 44, 46, pspeed, Vector(0,0), 1, Color(.4f, .4f, .4f), 3, .1f, LAYER_BACKGROUNDTILES+1));
}
}
HitResponse
Wind::collision(GameObject& other, const CollisionHit& )
{
+ if (!blowing) return ABORT_MOVE;
+
Player* player = dynamic_cast<Player*> (&other);
if (player) {
if (!player->on_ground()) {
return ABORT_MOVE;
}
+void
+Wind::expose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ if (name == "")
+ return;
+
+ Scripting::Wind* interface = new Scripting::Wind(this);
+ expose_object(vm, table_idx, interface, name, true);
+}
+
+void
+Wind::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+ if (name == "")
+ return;
+
+ Scripting::unexpose_object(vm, table_idx, name);
+}
+
+void
+Wind::start()
+{
+ blowing = true;
+}
+
+void
+Wind::stop()
+{
+ blowing = false;
+}
+
IMPLEMENT_FACTORY(Wind, "wind");