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 }