| 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 |  |