void
SectorParser::create_sector()
{
  auto tileset = TileManager::current()->get_tileset(m_sector.level->get_tileset());
  bool worldmap = Editor::current() ? Editor::current()->get_worldmap_mode() : false;
  if (!worldmap) {
    auto background = std::make_shared<Background>();
    background->set_images(DEFAULT_BG_TOP, DEFAULT_BG_MIDDLE, DEFAULT_BG_BOTTOM);
    background->set_speed(0.5);
    m_sector.add_object(background);

    auto bkgrd = std::make_shared<TileMap>(tileset);
    bkgrd->resize(100, 35);
    bkgrd->set_layer(-100);
    bkgrd->set_solid(false);
    m_sector.add_object(bkgrd);

    auto frgrd = std::make_shared<TileMap>(tileset);
    frgrd->resize(100, 35);
    frgrd->set_layer(100);
    frgrd->set_solid(false);
    m_sector.add_object(frgrd);
  }

  auto intact = std::make_shared<TileMap>(tileset);
  if (worldmap) {
    intact->resize(100, 100, 9);
  } else {
    intact->resize(100, 35, 0);
  }
  intact->set_layer(0);
  intact->set_solid(true);
  m_sector.add_object(intact);

  auto spawn_point = std::make_shared<SpawnPoint>();
  spawn_point->name = "main";
  spawn_point->pos = Vector(64, 480);
  m_sector.spawnpoints.push_back(spawn_point);

  if (worldmap) {
    GameObjectPtr spawn_point_marker = std::make_shared<worldmap_editor::WorldmapSpawnPoint>("main", Vector(4, 4));
    m_sector.add_object(spawn_point_marker);
  } else {
    GameObjectPtr spawn_point_marker = std::make_shared<SpawnPointMarker>( spawn_point.get() );
    m_sector.add_object(spawn_point_marker);
  }

  auto camera = std::make_shared<Camera>(&m_sector, "Camera");
  m_sector.add_object(camera);

  m_sector.update_game_objects();
}
Example #2
0
/**
 * @brief Creates a carried item (i.e. an item carried by the hero).
 * @param hero the hero who is lifting the item to be created
 * @param original_entity the entity that will be replaced by this carried item
 * (its coordinates, size and origin will be copied)
 * @param animation_set_id name of the animation set for the sprite to create
 * @param destruction_sound_id name of the sound to play when this item is destroyed
 * (or an empty string)
 * @param damage_on_enemies damage received by an enemy if the item is thrown on him
 * (possibly 0)
 * @param explosion_date date of the explosion if the item should explode,
 * or 0 if the item does not explode
 */
CarriedItem::CarriedItem(Hero& hero, MapEntity& original_entity,
    const std::string& animation_set_id,
    const std::string& destruction_sound_id,
    int damage_on_enemies, uint32_t explosion_date):

  MapEntity(),
  hero(hero),
  is_lifting(true),
  is_throwing(false),
  is_breaking(false),
  break_on_intermediate_layer(false) {

  // put the item on the hero's layer
  set_layer(hero.get_layer());

  // align correctly the item with the hero
  int direction = hero.get_animation_direction();
  if (direction % 2 == 0) {
    set_xy(original_entity.get_x(), hero.get_y());
  }
  else {
    set_xy(hero.get_x(), original_entity.get_y());
  }
  set_origin(original_entity.get_origin());
  set_size(original_entity.get_size());

  // create the lift movement and the sprite
  PixelMovement *movement = new PixelMovement(lifting_trajectories[direction], 100, false, true);
  create_sprite(animation_set_id);
  get_sprite().set_current_animation("stopped");
  set_movement(movement);

  // create the breaking sound
  this->destruction_sound_id = destruction_sound_id;

  // create the shadow (not visible yet)
  this->shadow_sprite = new Sprite("entities/shadow");
  this->shadow_sprite->set_current_animation("big");

  // damage on enemies
  this->damage_on_enemies = damage_on_enemies;

  // explosion
  this->explosion_date = explosion_date;
}
Example #3
0
/**
 * @brief Creates a boomerang.
 * @param hero the hero
 * @param max_distance maximum distance of the movement in pixels
 * @param speed speed of the movement in pixels per second
 * @param angle the angle of the boomerang trajectory in radians
 * @param sprite_name animation set id representing the boomerang
 */
Boomerang::Boomerang(Hero& hero, int max_distance, int speed, double angle,
    const std::string& sprite_name):
  MapEntity(),
  hero(hero),
  has_to_go_back(false),
  going_back(false),
  speed(speed) {

  // initialize the entity
  set_layer(hero.get_layer());
  create_sprite(sprite_name);
  set_bounding_box_from_sprite();

  int hero_x = hero.get_top_left_x();
  int hero_y = hero.get_top_left_y();
  switch (hero.get_animation_direction()) {

    case 0:
      set_xy(hero_x + 24, hero_y + 8);
      break;

    case 1:
      set_xy(hero_x + 8, hero_y - 8);
      break;

    case 2:
      set_xy(hero_x - 8, hero_y + 8);
      break;

    case 3:
      set_xy(hero_x + 8, hero_y + 24);
      break;

  }

  initial_coords.set_xy(get_xy());

  StraightMovement* movement = new StraightMovement(false, false);
  movement->set_speed(speed);
  movement->set_angle(angle);
  movement->set_max_distance(max_distance);
  set_movement(movement);

  next_sound_date = System::now();
}
Example #4
0
void handle_state(monitor_t *m, desktop_t *d, node_t *n, xcb_atom_t state, unsigned int action)
{
	if (state == ewmh->_NET_WM_STATE_FULLSCREEN) {
		if (action == XCB_EWMH_WM_STATE_ADD) {
			set_state(m, d, n, STATE_FULLSCREEN);
		} else if (action == XCB_EWMH_WM_STATE_REMOVE) {
			if (n->client->state == STATE_FULLSCREEN) {
				set_state(m, d, n, n->client->last_state);
			}
		} else if (action == XCB_EWMH_WM_STATE_TOGGLE) {
			set_state(m, d, n, IS_FULLSCREEN(n->client) ? n->client->last_state : STATE_FULLSCREEN);
		}
		arrange(m, d);
	} else if (state == ewmh->_NET_WM_STATE_BELOW) {
		if (action == XCB_EWMH_WM_STATE_ADD) {
			set_layer(m, d, n, LAYER_BELOW);
		} else if (action == XCB_EWMH_WM_STATE_REMOVE) {
			if (n->client->layer == LAYER_BELOW) {
				set_layer(m, d, n, n->client->last_layer);
			}
		} else if (action == XCB_EWMH_WM_STATE_TOGGLE) {
			set_layer(m, d, n, n->client->layer == LAYER_BELOW ? n->client->last_layer : LAYER_BELOW);
		}
	} else if (state == ewmh->_NET_WM_STATE_ABOVE) {
		if (action == XCB_EWMH_WM_STATE_ADD) {
			set_layer(m, d, n, LAYER_ABOVE);
		} else if (action == XCB_EWMH_WM_STATE_REMOVE) {
			if (n->client->layer == LAYER_ABOVE) {
				set_layer(m, d, n, n->client->last_layer);
			}
		} else if (action == XCB_EWMH_WM_STATE_TOGGLE) {
			set_layer(m, d, n, n->client->layer == LAYER_ABOVE ? n->client->last_layer : LAYER_ABOVE);
		}
	} else if (state == ewmh->_NET_WM_STATE_STICKY) {
		if (action == XCB_EWMH_WM_STATE_ADD) {
			set_sticky(m, d, n, true);
		} else if (action == XCB_EWMH_WM_STATE_REMOVE) {
			set_sticky(m, d, n, false);
		} else if (action == XCB_EWMH_WM_STATE_TOGGLE) {
			set_sticky(m, d, n, !n->sticky);
		}
	} else if (state == ewmh->_NET_WM_STATE_DEMANDS_ATTENTION) {
		if (action == XCB_EWMH_WM_STATE_ADD) {
			set_urgent(m, d, n, true);
		} else if (action == XCB_EWMH_WM_STATE_REMOVE) {
			set_urgent(m, d, n, false);
		} else if (action == XCB_EWMH_WM_STATE_TOGGLE) {
			set_urgent(m, d, n, !n->client->urgent);
		}
	}
}
Example #5
0
/**
 * \brief Creates an arrow.
 * \param hero the hero
 */
Arrow::Arrow(Hero& hero):
  hero(hero) {

  // initialize the entity
  int direction = hero.get_animation_direction();
  set_layer(hero.get_layer());
  create_sprite("entities/arrow", true);
  get_sprite().set_current_direction(direction);
  set_bounding_box_from_sprite();
  set_xy(hero.get_center_point());
  set_optimization_distance(0); // Make the arrow continue outside the screen until disappear_date.

  std::string path = " ";
  path[0] = '0' + (direction * 2);
  Movement *movement = new PathMovement(path, 192, true, false, false);
  set_movement(movement);

  disappear_date = System::now() + 10000;
  stop_now = false;
  entity_reached = NULL;
}
Example #6
0
/**
 * @brief Creates a hookshot.
 * @param hero the hero
 */
Hookshot::Hookshot(Hero &hero):
  next_sound_date(System::now()),
  has_to_go_back(false),
  going_back(false),
  entity_reached(NULL),
  link_sprite("entities/hookshot") {

  // initialize the entity
  int direction = hero.get_animation_direction();
  set_layer(hero.get_layer());
  create_sprite("entities/hookshot", true);
  get_sprite().set_current_direction(direction);
  link_sprite.set_current_animation("link");

  set_size(16, 16);
  set_origin(8, 13);
  set_xy(hero.get_xy());

  std::string path = " ";
  path[0] = '0' + (direction * 2);
  Movement *movement = new PathMovement(path, 192, true, false, false);
  set_movement(movement);
}