Example #1
0
/**
 * \brief Notifies this entity that the frame of one of its sprites has just changed.
 * \param sprite the sprite
 * \param animation the current animation
 * \param frame the new frame
 */
void Explosion::notify_sprite_frame_changed(Sprite& /* sprite */, const std::string& /* animation */, int frame) {

  if (frame == 1) {
    // also detect non-pixel precise collisions
    check_collision_with_detectors();
  }
}
Example #2
0
/**
 * \brief This function is called repeatedly.
 */
void Bomb::update() {

  Detector::update();

  if (is_suspended()) {
    return;
  }

  // check the explosion date
  uint32_t now = System::now();
  if (now >= explosion_date) {
    explode();
  }
  else if (now >= explosion_date - 1500
      && get_sprite().get_current_animation() != "stopped_explosion_soon") {
    get_sprite().set_current_animation("stopped_explosion_soon");
  }

  // destroy the movement once finished
  if (get_movement() != nullptr && get_movement()->is_finished()) {
    clear_movement();
  }

  // check collision with explosions, streams, etc.
  check_collision_with_detectors();
}
Example #3
0
/**
 * \copydoc Entity::notify_created
 */
void Block::notify_created() {

  Entity::notify_created();

  check_collision_with_detectors();
  update_ground_below();
}
Example #4
0
/**
 * \brief Sets the map.
 *
 * Warning: when this function is called during the map initialization,
 * the current map of the game is still the old one.
 *
 * \param map The map.
 */
void Block::set_map(Map& map) {

  Detector::set_map(map);
  if (map.is_loaded()) {
    // We are not during the map initialization phase.
    check_collision_with_detectors(false);
    update_ground_below();
  }
}
Example #5
0
/**
 * \brief Updates this entity.
 */
void Fire::update() {

  Detector::update();
  if (get_sprite().is_animation_finished()) {
    remove_from_map();
  }
  else {
    check_collision_with_detectors(true);
  }
}
Example #6
0
/**
 * @brief Notifies the block that it has just moved.
 */
void Block::notify_position_changed() {

  // now we know that the block moves at least of 1 pixel:
  // we can play the sound
  if (!sound_played) {
    Sound::play("hero_pushes");
    sound_played = true;
  }

  check_collision_with_detectors(false);
}
Example #7
0
/**
 * \brief Notifies the block that it has just moved.
 */
void Block::notify_position_changed() {

  // now we know that the block moves at least of 1 pixel:
  // we can play the sound
  if (get_movement() != NULL && !sound_played) {
    Sound::play("hero_pushes");
    sound_played = true;
  }

  check_collision_with_detectors(false);
  update_ground_below();

  if (are_movement_notifications_enabled()) {
    get_lua_context().entity_on_position_changed(*this, get_xy(), get_layer());
  }
}
Example #8
0
/**
 * \brief Updates this entity.
 */
void Arrow::update() {

  MapEntity::update();

  if (is_suspended()) {
    return;
  }

  uint32_t now = System::now();

  // stop the movement if necessary (i.e. stop() was called)
  if (stop_now) {
    clear_movement();
    stop_now = false;

    if (entity_reached != NULL) {
      // the arrow just hit an entity (typically an enemy) and this entity may have a movement
      Rectangle dxy(get_x() - entity_reached->get_x(), get_y() - entity_reached->get_y());
      set_movement(new FollowMovement(entity_reached, dxy.get_x(), dxy.get_y(), true));
    }
  }

  if (entity_reached != NULL) {

    // see if the entity reached is still valid
    if (is_stopped()) {
      // the arrow is stopped because the entity that was reached just disappeared
      disappear_date = now;
    }
    else if (entity_reached->get_type() == ENTITY_DESTRUCTIBLE && !entity_reached->is_obstacle_for(*this)) {
      disappear_date = now;
    }
    else if (entity_reached->get_type() == ENTITY_ENEMY && ((Enemy*) entity_reached)->is_dying()) {
      // the enemy is dying
      disappear_date = now;
    }
  }

  // see if the arrow just hit a wall or an entity
  bool reached_obstacle = false;

  if (get_sprite().get_current_animation() != "reached_obstacle") {

    if (entity_reached != NULL) {
      // the arrow was just attached to an entity
      reached_obstacle = true;
    }
    else if (is_stopped()) {

      if (has_reached_map_border()) {
        // the map border was reached: destroy the arrow
        disappear_date = now;
      }
      else {
        // the arrow has just hit another obstacle
        reached_obstacle = true;
      }
    }
  }

  if (reached_obstacle) {
    // an obstacle or an entity was just reached
    disappear_date = now + 1500;
    get_sprite().set_current_animation("reached_obstacle");
    Sound::play("arrow_hit");

    if (entity_reached == NULL) {
      clear_movement();
    }
    check_collision_with_detectors(false);
  }

  // destroy the arrow when disappear_date is reached
  if (now >= disappear_date) {
    remove_from_map();
  }
}