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- // SuperTux
- // Copyright (C) 2015 Hume2 <teratux.mail@gmail.com>
- //
- // This program is free software: you can redistribute it and/or modify
- // it under the terms of the GNU General Public License as published by
- // the Free Software Foundation, either version 3 of the License, or
- // (at your option) any later version.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License
- // along with this program. If not, see <http://www.gnu.org/licenses/>.
- #include "object/water_drop.hpp"
- #include "audio/sound_manager.hpp"
- #include "math/random.hpp"
- #include "object/sprite_particle.hpp"
- #include "sprite/sprite.hpp"
- #include "supertux/sector.hpp"
- WaterDrop::WaterDrop(const Vector& pos, const std::string& sprite_path_, const Vector& velocity) :
- MovingSprite(pos, sprite_path_, LAYER_OBJECTS - 1, COLGROUP_MOVING_ONLY_STATIC),
- physic(),
- wd_state(WDS_FALLING),
- sprite_path(sprite_path_)
- {
- physic.enable_gravity(true);
- physic.set_velocity(velocity);
- }
- void
- WaterDrop::update(float dt_sec)
- {
- m_col.set_movement(physic.get_movement(dt_sec));
- if ( m_sprite->animation_done() ) {
- remove_me();
- }
- }
- void
- WaterDrop::collision_solid(const CollisionHit& hit)
- {
- if (hit.bottom && wd_state == WDS_FALLING) {
- wd_state = WDS_SPLASH;
- physic.enable_gravity(false);
- SoundManager::current()->play("sounds/splash.ogg", get_pos());
- set_action("splash", 1);
- // spawn water particles
- for (int i = 50; i; i--) {
- int pa = graphicsRandom.rand(0, 3);
- float px = graphicsRandom.randf(m_col.m_bbox.get_left(), m_col.m_bbox.get_right());
- float py = graphicsRandom.randf(m_col.m_bbox.get_top(), m_col.m_bbox.get_bottom());
- Vector ppos = Vector(px, py);
- Vector pspeed = ppos - m_col.m_bbox.get_middle();
- pspeed.x *= 12;
- pspeed.y *= 12;
- Sector::get().add<SpriteParticle>(sprite_path, "particle_" + std::to_string(pa),
- ppos, ANCHOR_MIDDLE,
- pspeed, Vector(0, 100 * Sector::get().get_gravity()),
- LAYER_OBJECTS + 1);
- }
- }
- }
- HitResponse
- WaterDrop::collision(GameObject&, const CollisionHit& )
- {
- return FORCE_MOVE;
- }
- /* EOF */
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