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today, on how its made, pipe bombs
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MatusGuy committed Aug 21, 2024
1 parent aee3fc7 commit c557a2d
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Showing 2 changed files with 48 additions and 20 deletions.
55 changes: 39 additions & 16 deletions src/object/explosion.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -37,36 +37,40 @@ Explosion::Explosion(const Vector& pos, float p_push_strength,
hurt(!p_short_fuse),
push_strength(p_push_strength),
num_particles(p_num_particles),
state(STATE_WAITING),
lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-large.sprite")),
m_state(E_STATE_WAITING),
m_lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-large.sprite")),
m_color(0.6f, 0.6f, 0.6f, 0.f),
m_fading_timer(),
short_fuse(p_short_fuse)
{
SoundManager::current()->preload(short_fuse ? "sounds/firecracker.ogg" : "sounds/explosion.wav");
set_pos(get_pos() - (m_col.m_bbox.get_middle() - get_pos()));
lightsprite->set_blend(Blend::ADD);
lightsprite->set_color(Color(0.6f, 0.6f, 0.6f));
m_lightsprite->set_blend(Blend::ADD);
m_lightsprite->set_color(m_color);
}

Explosion::Explosion(const ReaderMapping& reader) :
MovingSprite(reader, "images/objects/explosion/explosion.sprite", LAYER_OBJECTS + 40, COLGROUP_MOVING),
hurt(true),
push_strength(-1),
num_particles(100),
state(STATE_WAITING),
lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-large.sprite")),
m_state(E_STATE_WAITING),
m_lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-large.sprite")),
m_color(0.6f, 0.6f, 0.6f, 0.f),
m_fading_timer(),
short_fuse(false)
{
SoundManager::current()->preload(short_fuse ? "sounds/firecracker.ogg" : "sounds/explosion.wav");
lightsprite->set_blend(Blend::ADD);
lightsprite->set_color(Color(0.6f, 0.6f, 0.6f));
m_lightsprite->set_blend(Blend::ADD);
m_lightsprite->set_color(m_color);
}

void
Explosion::explode()
{
if (state != STATE_WAITING)
if (m_state != E_STATE_WAITING)
return;
state = STATE_EXPLODING;
m_state = E_STATE_EXPLODING;

Sector::get().get_camera().shake(.1f, 0.f, 10.f);

Expand Down Expand Up @@ -151,14 +155,32 @@ Explosion::explode()
void
Explosion::update(float )
{
switch (state) {
case STATE_WAITING:
switch (m_state)
{
case E_STATE_WAITING:
explode();
m_fading_timer.start(0.15f);
break;
case STATE_EXPLODING:
if (m_sprite->animation_done()) {

case E_STATE_EXPLODING:
m_color.alpha = std::min(m_fading_timer.get_progress(), 1.f);

if (m_fading_timer.check())
{
m_fading_timer.start(1.5f);
m_state = E_STATE_FADING;
}

break;

case E_STATE_FADING:
m_color.alpha = std::max(1.f - m_fading_timer.get_progress(), 0.f);

if (m_fading_timer.check())
{
remove_me();
}

break;
}
}
Expand All @@ -167,13 +189,14 @@ void
Explosion::draw(DrawingContext& context)
{
m_sprite->draw(context.color(), get_pos(), LAYER_OBJECTS+40);
lightsprite->draw(context.light(), m_col.m_bbox.get_middle(), 0);
m_lightsprite->set_color(m_color);
m_lightsprite->draw(context.light(), m_col.m_bbox.get_middle(), 0);
}

HitResponse
Explosion::collision(GameObject& other, const CollisionHit& )
{
if ((state != STATE_EXPLODING) || !hurt || m_sprite->get_current_frame() > 8)
if ((m_state != E_STATE_EXPLODING) || !hurt || m_sprite->get_current_frame() > 8)
return ABORT_MOVE;

auto player = dynamic_cast<Player*>(&other);
Expand Down
13 changes: 9 additions & 4 deletions src/object/explosion.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,8 @@

#include "object/moving_sprite.hpp"

#include "supertux/timer.hpp"

#define EXPLOSION_STRENGTH_DEFAULT (1464.8f * 32.0f * 32.0f)
#define EXPLOSION_STRENGTH_NEAR (1000.f * 32.0f * 32.0f)

Expand Down Expand Up @@ -50,16 +52,19 @@ class Explosion final : public MovingSprite

private:
enum State {
STATE_WAITING,
STATE_EXPLODING
E_STATE_WAITING,
E_STATE_EXPLODING,
E_STATE_FADING
};

private:
bool hurt;
float push_strength;
int num_particles;
State state;
SpritePtr lightsprite;
State m_state;
SpritePtr m_lightsprite;
Color m_color;
Timer m_fading_timer;
bool short_fuse;

private:
Expand Down

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