Invincibility stars sparkle when close to Tux
authorLMH <lmh.0013@gmail.com>
Thu, 24 Jul 2014 00:40:45 +0000 (14:40 -1000)
committerLMH <lmh.0013@gmail.com>
Thu, 24 Jul 2014 00:40:45 +0000 (14:40 -1000)
src/object/powerup.cpp
src/object/sprite_particle.cpp
src/object/star.cpp

index 67deb2e..53fa407 100644 (file)
 //  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
 #include "audio/sound_manager.hpp"
+#include "math/random_generator.hpp"
 #include "object/player.hpp"
 #include "object/powerup.hpp"
+#include "object/sprite_particle.hpp"
 #include "scripting/level.hpp"
-#include "supertux/object_factory.hpp"
-#include "supertux/sector.hpp"
 #include "sprite/sprite.hpp"
 #include "sprite/sprite_manager.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
 #include "util/reader.hpp"
 
 #include <sstream>
@@ -135,6 +137,29 @@ PowerUp::update(float elapsed_time)
 {
   if (!no_physics)
     movement = physic.get_movement(elapsed_time);
+  //Stars sparkle when close to Tux
+  if (sprite_name == "images/powerups/star/star.sprite"){
+    Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
+    if (player) {
+      float disp_x = player->get_bbox().p1.x - bbox.p1.x;
+      float disp_y = player->get_bbox().p1.y - bbox.p1.y;
+      if (disp_x*disp_x + disp_y*disp_y <= 256*256)
+      {
+        if (graphicsRandom.rand(0, 2) == 0) {
+          float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
+          float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
+          Vector ppos = Vector(px, py);
+          Vector pspeed = Vector(0, 0);
+          Vector paccel = Vector(0, 0);
+          Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
+                                                          // draw bright sparkles when very close to Tux, dark sparkles when slightly further
+                                                          (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
+                                                          // make every other a longer sparkle to make trail a bit fuzzy
+                                                          (size_t(game_time*20)%2) ? "small" : "medium" : "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+        }
+      }
+    }
+  }
 }
 
 void
index 71fa611..0f72a6b 100644 (file)
 
 #include <stdexcept>
 
-SpriteParticle::SpriteParticle(std::string sprite_name, std::string action, 
-                               Vector position, AnchorPoint anchor, Vector velocity, Vector acceleration, 
+SpriteParticle::SpriteParticle(std::string sprite_name, std::string action,
+                               Vector position, AnchorPoint anchor, Vector velocity, Vector acceleration,
                                int drawing_layer) :
   sprite(),
-  position(position), 
-  velocity(velocity), 
-  acceleration(acceleration), 
+  position(position),
+  velocity(velocity),
+  acceleration(acceleration),
   drawing_layer(drawing_layer),
   light(0.0f,0.0f,0.0f),
   lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-tiny.sprite")),
@@ -45,6 +45,10 @@ SpriteParticle::SpriteParticle(std::string sprite_name, std::string action,
 
   if(sprite_name=="images/objects/particles/sparkle.sprite")
     glow = true;
+    if(action=="dark") {
+      lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+      lightsprite->set_color(Color(0.1f, 0.1f, 0.1f));
+    }
 }
 
 SpriteParticle::~SpriteParticle()
index 2d3cd03..36a2b20 100644 (file)
 //  You should have received a copy of the GNU General Public License
 //  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
+#include "math/random_generator.hpp"
 #include "object/player.hpp"
+#include "object/sprite_particle.hpp"
 #include "object/star.hpp"
 #include "sprite/sprite.hpp"
 #include "sprite/sprite_manager.hpp"
+#include "supertux/object_factory.hpp"
+#include "supertux/sector.hpp"
 
 static const float INITIALJUMP = -400;
 static const float STAR_SPEED = 150;
@@ -39,6 +43,28 @@ void
 Star::update(float elapsed_time)
 {
   movement = physic.get_movement(elapsed_time);
+
+  // when near Tux, spawn particles
+  Player* player = Sector::current()->get_nearest_player (this->get_bbox ());
+  if (player) {
+    float disp_x = player->get_bbox().p1.x - bbox.p1.x;
+    float disp_y = player->get_bbox().p1.y - bbox.p1.y;
+    if (disp_x*disp_x + disp_y*disp_y <= 256*256)
+    {
+      if (graphicsRandom.rand(0, 2) == 0) {
+        float px = graphicsRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
+        float py = graphicsRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
+        Vector ppos = Vector(px, py);
+        Vector pspeed = Vector(0, 0);
+        Vector paccel = Vector(0, 0);
+        Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
+                                                         // draw bright sparkles when very close to Tux, dark sparkles when slightly further
+                                                         (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
+                                                         // make every other a longer sparkle to make trail a bit fuzzy
+                                                         (size_t(game_time*20)%2) ? "small" : "medium" : "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+      }
+    }
+  }
 }
 
 void