| 1 | // SuperTux |
| 2 | // Copyright (C) 2006 Matthias Braun <matze@braunis.de> |
| 3 | // |
| 4 | // This program is free software: you can redistribute it and/or modify |
| 5 | // it under the terms of the GNU General Public License as published by |
| 6 | // the Free Software Foundation, either version 3 of the License, or |
| 7 | // (at your option) any later version. |
| 8 | // |
| 9 | // This program is distributed in the hope that it will be useful, |
| 10 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 11 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 12 | // GNU General Public License for more details. |
| 13 | // |
| 14 | // You should have received a copy of the GNU General Public License |
| 15 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 16 | |
| 17 | #include "object/bullet.hpp" |
| 18 | |
| 19 | #include "math/random.hpp" |
| 20 | #include "object/camera.hpp" |
| 21 | #include "sprite/sprite.hpp" |
| 22 | #include "sprite/sprite_manager.hpp" |
| 23 | #include "supertux/direction.hpp" |
| 24 | #include "supertux/sector.hpp" |
| 25 | #include "video/video_system.hpp" |
| 26 | #include "video/viewport.hpp" |
| 27 | |
| 28 | namespace { |
| 29 | const float BULLET_XM = 600; |
| 30 | } |
| 31 | |
| 32 | Bullet::Bullet(const Vector& pos, float xm, Direction dir, BonusType type_) : |
| 33 | physic(), |
| 34 | life_count(3), |
| 35 | sprite(), |
| 36 | lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite" )), |
| 37 | type(type_) |
| 38 | { |
| 39 | float speed = dir == Direction::RIGHT ? BULLET_XM : -BULLET_XM; |
| 40 | physic.set_velocity_x(speed + xm); |
| 41 | |
| 42 | if (type == FIRE_BONUS) { |
| 43 | sprite = SpriteManager::current()->create("images/objects/bullets/firebullet.sprite" ); |
| 44 | lightsprite->set_blend(Blend::ADD); |
| 45 | lightsprite->set_color(Color(0.3f, 0.1f, 0.0f)); |
| 46 | } else if (type == ICE_BONUS) { |
| 47 | life_count = 10; |
| 48 | sprite = SpriteManager::current()->create("images/objects/bullets/icebullet.sprite" ); |
| 49 | } else { |
| 50 | log_warning << "Bullet::Bullet called with unknown BonusType" << std::endl; |
| 51 | life_count = 10; |
| 52 | sprite = SpriteManager::current()->create("images/objects/bullets/firebullet.sprite" ); |
| 53 | } |
| 54 | |
| 55 | m_col.m_bbox.set_pos(pos); |
| 56 | m_col.m_bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height()); |
| 57 | } |
| 58 | |
| 59 | void |
| 60 | Bullet::update(float dt_sec) |
| 61 | { |
| 62 | // cause fireball color to flicker randomly |
| 63 | if (gameRandom.rand(5) != 0) { |
| 64 | lightsprite->set_color(Color(0.3f + gameRandom.randf(10) / 100.0f, |
| 65 | 0.1f + gameRandom.randf(20.0f) / 100.0f, |
| 66 | gameRandom.randf(10.0f) / 100.0f)); |
| 67 | } else |
| 68 | lightsprite->set_color(Color(0.3f, 0.1f, 0.0f)); |
| 69 | // remove bullet when it's offscreen |
| 70 | float scroll_x = |
| 71 | Sector::get().get_camera().get_translation().x; |
| 72 | float scroll_y = |
| 73 | Sector::get().get_camera().get_translation().y; |
| 74 | if (get_pos().x < scroll_x || |
| 75 | get_pos().x > scroll_x + static_cast<float>(SCREEN_WIDTH) || |
| 76 | // get_pos().y < scroll_y || |
| 77 | get_pos().y > scroll_y + static_cast<float>(SCREEN_HEIGHT) || |
| 78 | life_count <= 0) { |
| 79 | remove_me(); |
| 80 | return; |
| 81 | } |
| 82 | |
| 83 | m_col.m_movement = physic.get_movement(dt_sec); |
| 84 | } |
| 85 | |
| 86 | void |
| 87 | Bullet::draw(DrawingContext& context) |
| 88 | { |
| 89 | sprite->draw(context.color(), get_pos(), LAYER_OBJECTS); |
| 90 | if (type == FIRE_BONUS){ |
| 91 | lightsprite->draw(context.light(), m_col.m_bbox.get_middle(), 0); |
| 92 | } |
| 93 | } |
| 94 | |
| 95 | void |
| 96 | Bullet::collision_solid(const CollisionHit& hit) |
| 97 | { |
| 98 | if (hit.top || hit.bottom) { |
| 99 | physic.set_velocity_y(-physic.get_velocity_y()); |
| 100 | life_count--; |
| 101 | } else if (hit.left || hit.right) { |
| 102 | if (type == ICE_BONUS) { |
| 103 | physic.set_velocity_x(-physic.get_velocity_x()); |
| 104 | life_count--; |
| 105 | } else |
| 106 | remove_me(); |
| 107 | } |
| 108 | } |
| 109 | |
| 110 | void |
| 111 | Bullet::ricochet(GameObject& , const CollisionHit& hit) |
| 112 | { |
| 113 | collision_solid(hit); |
| 114 | } |
| 115 | |
| 116 | HitResponse |
| 117 | Bullet::collision(GameObject& , const CollisionHit& ) |
| 118 | { |
| 119 | return FORCE_MOVE; |
| 120 | } |
| 121 | |
| 122 | /* EOF */ |
| 123 | |