#include "audio/sound_manager.hpp"
#include "badguy/badguy.hpp"
+#include "badguy/walking_badguy.hpp"
#include "math/random_generator.hpp"
#include "object/player.hpp"
#include "object/sprite_particle.hpp"
#include <math.h>
-Explosion::Explosion(const Vector& pos)
- : MovingSprite(pos, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_MOVING), state(STATE_WAITING)
+Explosion::Explosion(const Vector& pos) :
+ MovingSprite(pos, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_MOVING),
+ hurt(true),
+ push(false),
+ state(STATE_WAITING)
{
sound_manager->preload("sounds/explosion.wav");
set_pos(get_pos() - (get_bbox().get_middle() - get_pos()));
}
-Explosion::Explosion(const Reader& reader)
- : MovingSprite(reader, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_MOVING), state(STATE_WAITING)
+Explosion::Explosion(const Reader& reader) :
+ MovingSprite(reader, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS+40, COLGROUP_MOVING),
+ hurt(true),
+ push(false),
+ state(STATE_WAITING)
{
sound_manager->preload("sounds/explosion.wav");
}
void
Explosion::explode()
{
- if (state != STATE_WAITING) return;
+ if (state != STATE_WAITING)
+ return;
state = STATE_EXPLODING;
set_action("default", 1);
sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action
sound_manager->play("sounds/explosion.wav", get_pos());
- if (0)
- {
- // spawn some particles
- // TODO: provide convenience function in MovingSprite or MovingObject?
- for (int i = 0; i < 100; i++) {
- Vector ppos = bbox.get_middle();
- float angle = graphicsRandom.randf(-M_PI_2, M_PI_2);
- float velocity = graphicsRandom.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/explosion.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
- }
+#if 0
+ // spawn some particles
+ // TODO: provide convenience function in MovingSprite or MovingObject?
+ for (int i = 0; i < 100; i++) {
+ Vector ppos = bbox.get_middle();
+ float angle = graphicsRandom.randf(-M_PI_2, M_PI_2);
+ float velocity = graphicsRandom.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/explosion.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
}
+#endif
+
+ if (push) {
+ Vector center = get_bbox ().get_middle ();
+ std::vector<MovingObject*> near_objects = Sector::current()->get_nearby_objects (center, 10.0 * 32.0);
+
+ for (size_t i = 0; i < near_objects.size (); i++) {
+ MovingObject *obj = near_objects[i];
+ Vector obj_vector = obj->get_bbox ().get_middle ();
+ Vector direction = obj_vector - center;
+ float distance = direction.norm ();
+
+ /* If the distance is very small, for example because "obj" is the badguy
+ * causing the explosion, skip this object. */
+ if (distance <= 1.0)
+ continue;
+
+ /* The force decreases with the distance squared. In the distance of one
+ * tile (32 pixels) you will have a speed increase of 150 pixels/s. */
+ float force = 150.0 * 32.0*32.0 / (distance * distance);
+ if (force > 200.0)
+ force = 200.0;
+
+ Vector add_speed = direction.unit () * force;
+
+ Player *player = dynamic_cast<Player *> (obj);
+ if (player) {
+ player->add_velocity (add_speed);
+ }
+
+ WalkingBadguy *badguy = dynamic_cast<WalkingBadguy *> (obj);
+ if (badguy) {
+ badguy->add_velocity (add_speed);
+ }
+ } /* for (i = 0 ... near_objects) */
+ } /* if (push) */
}
void
HitResponse
Explosion::collision(GameObject& other, const CollisionHit& )
{
- if(state != STATE_EXPLODING) return ABORT_MOVE;
+ if ((state != STATE_EXPLODING) || !hurt)
+ return ABORT_MOVE;
Player* player = dynamic_cast<Player*>(&other);
if(player != 0) {