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