| 1 | // SuperTux |
| 2 | // Copyright (C) 2015 Hume2 <teratux.mail@gmail.com> |
| 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/water_drop.hpp" |
| 18 | |
| 19 | #include "audio/sound_manager.hpp" |
| 20 | #include "math/random.hpp" |
| 21 | #include "object/sprite_particle.hpp" |
| 22 | #include "sprite/sprite.hpp" |
| 23 | #include "supertux/sector.hpp" |
| 24 | |
| 25 | WaterDrop::WaterDrop(const Vector& pos, const std::string& sprite_path_, const Vector& velocity) : |
| 26 | MovingSprite(pos, sprite_path_, LAYER_OBJECTS - 1, COLGROUP_MOVING_ONLY_STATIC), |
| 27 | physic(), |
| 28 | wd_state(WDS_FALLING), |
| 29 | sprite_path(sprite_path_) |
| 30 | { |
| 31 | physic.enable_gravity(true); |
| 32 | physic.set_velocity(velocity); |
| 33 | } |
| 34 | |
| 35 | void |
| 36 | WaterDrop::update(float dt_sec) |
| 37 | { |
| 38 | m_col.m_movement = physic.get_movement(dt_sec); |
| 39 | |
| 40 | if ( m_sprite->animation_done() ) { |
| 41 | remove_me(); |
| 42 | } |
| 43 | } |
| 44 | |
| 45 | void |
| 46 | WaterDrop::collision_solid(const CollisionHit& hit) |
| 47 | { |
| 48 | if (hit.bottom && wd_state == WDS_FALLING) { |
| 49 | wd_state = WDS_SPLASH; |
| 50 | physic.enable_gravity(false); |
| 51 | SoundManager::current()->play("sounds/splash.ogg" , get_pos()); |
| 52 | m_sprite->set_action("splash" , 1); |
| 53 | |
| 54 | // spawn water particles |
| 55 | for (int i = 50; i; i--) { |
| 56 | int pa = graphicsRandom.rand(0,3); |
| 57 | float px = graphicsRandom.randf(m_col.m_bbox.get_left(), m_col.m_bbox.get_right()); |
| 58 | float py = graphicsRandom.randf(m_col.m_bbox.get_top(), m_col.m_bbox.get_bottom()); |
| 59 | Vector ppos = Vector(px, py); |
| 60 | Vector pspeed = ppos - m_col.m_bbox.get_middle(); |
| 61 | pspeed.x *= 12; |
| 62 | pspeed.y *= 12; |
| 63 | Sector::get().add<SpriteParticle>(sprite_path, "particle_" + std::to_string(pa), |
| 64 | ppos, ANCHOR_MIDDLE, |
| 65 | pspeed, Vector(0, 100 * Sector::get().get_gravity()), |
| 66 | LAYER_OBJECTS+1); |
| 67 | } |
| 68 | } |
| 69 | } |
| 70 | |
| 71 | HitResponse |
| 72 | WaterDrop::collision(GameObject&, const CollisionHit& ) |
| 73 | { |
| 74 | return FORCE_MOVE; |
| 75 | } |
| 76 | |
| 77 | /* EOF */ |
| 78 | |