src/particles/bullet.cpp

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00001 /******************************************************************************
00002  *  Wormux is a convivial mass murder game.
00003  *  Copyright (C) 2001-2004 Lawrence Azzoug.
00004  *
00005  *  This program is free software; you can redistribute it and/or modify
00006  *  it under the terms of the GNU General Public License as published by
00007  *  the Free Software Foundation; either version 2 of the License, or
00008  *  (at your option) any later version.
00009  *
00010  *  This program is distributed in the hope that it will be useful,
00011  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
00012  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00013  *  GNU General Public License for more details.
00014  *
00015  *  You should have received a copy of the GNU General Public License
00016  *  along with this program; if not, write to the Free Software
00017  *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
00018  ******************************************************************************
00019  * Particle Engine
00020  *****************************************************************************/
00021 
00022 #include "bullet.h"
00023 #include "particle.h"
00024 #include "../game/time.h"
00025 const int BULLET_PARTICLE_FADE_TIME = 2000;
00026 
00027 BulletParticle::BulletParticle() :
00028   Particle("bullet_particle")
00029 {
00030   SetCollisionModel(false, false, false);
00031   m_rebound_sound = "weapon/grenade_bounce";
00032   m_left_time_to_live = 1;
00033   start_to_fade = 0;
00034 
00035   image = ParticleEngine::GetSprite(BULLET_spr);
00036   image->Scale(1.0,1.0);
00037   SetSize(Point2i(1, 1));
00038 }
00039 
00040 void BulletParticle::Refresh()
00041 {
00042   if(IsOutsideWorldXY(GetPosition())) {
00043     m_left_time_to_live = 0;
00044     return;
00045   }
00046   int current_time = Time::GetInstance()->Read();
00047   UpdatePosition();
00048   image->Update();
00049   if(start_to_fade > 0) {
00050     m_left_time_to_live = start_to_fade + BULLET_PARTICLE_FADE_TIME - current_time;
00051     m_left_time_to_live = (m_left_time_to_live > 0 ? m_left_time_to_live : 0);
00052     image->SetAlpha(1.0 - ((float)(current_time - start_to_fade)) / BULLET_PARTICLE_FADE_TIME);
00053   } else {
00054     // FIXME this is still a ugly hack
00055     image->SetRotation_rad((Time::GetInstance()->Read()/4) % 3 /* 3 is arbitrary */ );
00056   }
00057 }
00058 
00059 void BulletParticle::SignalRebound()
00060 {
00061   PhysicalObj::SignalRebound();
00062   //SetCollisionModel(true, false, false);
00063   StopMoving();
00064   start_to_fade = Time::GetInstance()->Read();
00065 }

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