From f7fc7ebe73c07b4ca9fc7dded6b2fcbc4165d86f Mon Sep 17 00:00:00 2001 From: LMH Date: Wed, 23 Jul 2014 14:40:45 -1000 Subject: [PATCH] Invincibility stars sparkle when close to Tux --- src/object/powerup.cpp | 29 +++++++++++++++++++++++++++-- src/object/sprite_particle.cpp | 14 +++++++++----- src/object/star.cpp | 26 ++++++++++++++++++++++++++ 3 files changed, 62 insertions(+), 7 deletions(-) diff --git a/src/object/powerup.cpp b/src/object/powerup.cpp index 67deb2e2d..53fa40752 100644 --- a/src/object/powerup.cpp +++ b/src/object/powerup.cpp @@ -15,13 +15,15 @@ // along with this program. If not, see . #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 @@ -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 diff --git a/src/object/sprite_particle.cpp b/src/object/sprite_particle.cpp index 71fa611c6..0f72a6b57 100644 --- a/src/object/sprite_particle.cpp +++ b/src/object/sprite_particle.cpp @@ -24,13 +24,13 @@ #include -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() diff --git a/src/object/star.cpp b/src/object/star.cpp index 2d3cd03bb..36a2b2096 100644 --- a/src/object/star.cpp +++ b/src/object/star.cpp @@ -14,10 +14,14 @@ // You should have received a copy of the GNU General Public License // along with this program. If not, see . +#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 -- 2.11.0