X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Fbullet.cpp;h=c761735d5be41e29960e2b4390db9858b7132c46;hb=04a3157ef478169b5a3fc05dae00ed6ee6a1fae2;hp=3d1b2282f6555bfcb6e92dff02250100ac393487;hpb=523d415707de9f777729534f467779d4c5acdf6e;p=supertux.git diff --git a/src/object/bullet.cpp b/src/object/bullet.cpp index 3d1b2282f..c761735d5 100644 --- a/src/object/bullet.cpp +++ b/src/object/bullet.cpp @@ -1,7 +1,7 @@ // $Id$ -// +// // SuperTux -// Copyright (C) 2005 Matthias Braun +// Copyright (C) 2006 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -12,60 +12,52 @@ // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. -// +// // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software -// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA -// 02111-1307, USA. +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + #include #include -#include "bullet.h" -#include "resources.h" -#include "camera.h" -#include "sector.h" -#include "sprite/sprite_manager.h" -#include "badguy/badguy.h" -#include "main.h" +#include "bullet.hpp" +#include "resources.hpp" +#include "camera.hpp" +#include "sector.hpp" +#include "sprite/sprite_manager.hpp" +#include "badguy/badguy.hpp" +#include "main.hpp" -static const float BULLET_XM = 300; -static const float BULLET_STARTING_YM = 0; +namespace { + const float BULLET_XM = 600; + const float BULLET_STARTING_YM = 0; +} -Bullet::Bullet(const Vector& pos, float xm, int dir, int kind_) - : kind(kind_), life_count(3), sprite(0) +Bullet::Bullet(const Vector& pos, float xm, int dir, BonusType type) + : life_count(3), type(type) { - bbox.set_pos(pos); - bbox.set_size(4, 4); - float speed = dir == RIGHT ? BULLET_XM : -BULLET_XM; physic.set_velocity_x(speed + xm); - physic.set_velocity_y(-BULLET_STARTING_YM); - if (kind == ICE_BULLET) { - life_count = 6; //ice-bullets get "extra lives" for bumping off walls - sprite = sprite_manager->create("icebullet"); - } else if(kind == FIRE_BULLET) { - sprite = sprite_manager->create("firebullet"); + if(type == FIRE_BONUS) { + sprite.reset(sprite_manager->create("images/objects/bullets/firebullet.sprite")); + } else if(type == ICE_BONUS) { + life_count = 10; + sprite.reset(sprite_manager->create("images/objects/bullets/icebullet.sprite")); } + + bbox.set_pos(pos); + bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height()); } Bullet::~Bullet() { - delete sprite; } void Bullet::update(float elapsed_time) { - if(kind == FIRE_BULLET) { - // @not completely framerate independant :-/ - physic.set_velocity_y(physic.get_velocity_y() - 50 * elapsed_time); - } - if(physic.get_velocity_y() > 900) - physic.set_velocity_y(900); - else if(physic.get_velocity_y() < -900) - physic.set_velocity_y(-900); - + // remove bullet when it's offscreen float scroll_x = Sector::current()->camera->get_translation().x; float scroll_y = @@ -88,31 +80,29 @@ Bullet::draw(DrawingContext& context) sprite->draw(context, get_pos(), LAYER_OBJECTS); } -HitResponse -Bullet::collision(GameObject& other, const CollisionHit& hit) +void +Bullet::collision_solid(const CollisionHit& hit) { - if(other.get_flags() & FLAG_SOLID) { - if(fabsf(hit.normal.y) > .5) { // roof or floor bump - physic.set_velocity_y(-physic.get_velocity_y()); - life_count -= 1; - } else { // bumped left or right - if(kind == FIRE_BULLET) - remove_me(); - else - physic.set_velocity_x(-physic.get_velocity_x()); - } - - return CONTINUE; + if(hit.top || hit.bottom) { + physic.set_velocity_y(-physic.get_velocity_y()); + life_count--; + } else if(hit.left || hit.right) { + if(type == ICE_BONUS) { + physic.set_velocity_x(-physic.get_velocity_x()); + life_count--; + } else + remove_me(); } - - BadGuy* badguy = dynamic_cast (&other); - if(badguy) { - badguy->kill_fall(); - remove_me(); - return FORCE_MOVE; - } - - return FORCE_MOVE; } +void +Bullet::ricochet(GameObject& , const CollisionHit& hit) +{ + collision_solid(hit); +} +HitResponse +Bullet::collision(GameObject& , const CollisionHit& ) +{ + return FORCE_MOVE; +}