#include "object/explosion.hpp"
Bomb::Bomb(const Vector& pos, Direction dir, std::string custom_sprite /*= "images/creatures/mr_bomb/mr_bomb.sprite"*/ )
- : BadGuy( pos, dir, custom_sprite )
+ : BadGuy( pos, dir, custom_sprite ), grabbed(false), grabber(NULL)
{
state = STATE_TICKING;
set_action(dir == LEFT ? "ticking-left" : "ticking-right", 1);
}
Bomb::Bomb(const Bomb& other)
- : BadGuy(other), state(other.state)
+ : BadGuy(other), Portable(other), state(other.state)
{
if (state == STATE_TICKING) {
ticking.reset(sound_manager->create_sound_source("sounds/fizz.wav"));
{
if(hit.bottom)
physic.set_velocity_y(0);
+
+ update_on_ground_flag(hit);
}
HitResponse
}
void
-Bomb::active_update(float )
+Bomb::active_update(float elapsed_time)
{
ticking->set_position(get_pos());
if(sprite->animation_done()) {
explode();
}
+ else if (!grabbed) {
+ movement = physic.get_movement(elapsed_time);
+ }
}
void
{
ticking->stop();
+ // Make the player let go before we explode, otherwise the player is holding
+ // an invalid object. There's probably a better way to do this than in the
+ // Bomb class.
+ if (grabber != NULL) {
+ Player* player = dynamic_cast<Player*>(grabber);
+
+ if (player)
+ player->stop_grabbing();
+ }
+
remove_me();
Explosion* explosion = new Explosion(get_bbox().get_middle());
Sector::current()->add_object(explosion);
{
explode();
}
+
+void
+Bomb::grab(MovingObject& object, const Vector& pos, Direction dir)
+{
+ movement = pos - get_pos();
+ this->dir = dir;
+
+ // We actually face the opposite direction of Tux here to make the fuse more
+ // visible instead of hiding it behind Tux
+ sprite->set_action_continued(dir == LEFT ? "ticking-right" : "ticking-left");
+ set_colgroup_active(COLGROUP_DISABLED);
+ grabbed = true;
+ grabber = &object;
+}
+
+void
+Bomb::ungrab(MovingObject& object, Direction dir)
+{
+ this->dir = dir;
+ // portable objects are usually pushed away from Tux when dropped, but we
+ // don't want that, so we set the position
+ set_pos(object.get_pos() + Vector(dir == LEFT ? -16 : 16, get_bbox().get_height()*0.66666 - 32));
+ set_colgroup_active(COLGROUP_MOVING);
+ grabbed = false;
+}
+
#define __BOMB_H__
#include "badguy.hpp"
+#include "object/portable.hpp"
-class Bomb : public BadGuy
+class Bomb : public BadGuy, public Portable
{
public:
Bomb(const Vector& pos, Direction dir, std::string custom_sprite = "images/creatures/mr_bomb/bomb.sprite" );
void active_update(float elapsed_time);
void kill_fall();
void explode();
+ void grab(MovingObject& object, const Vector& pos, Direction dir);
+ void ungrab(MovingObject& object, Direction dir);
private:
enum State {
};
State state;
+ bool grabbed;
+ MovingObject* grabber;
std::auto_ptr<SoundSource> ticking;
};