Example #1
0
void Mob::onSpawn( unsigned flag )
{
	BaseClass::onSpawn( flag );
	mBody.setSize( getSize()- Vec2f(4,4) );
	mBody.setTypeMask( COL_SOILD | COL_RENDER );
	mBody.setColMask( COL_BULLET | COL_SOILD | COL_TERRAIN );
	getLevel()->getColManager().addBody( *this , mBody );

	if ( flag & SDF_CAST_EFFECT )
		spawnEffect();
}
Example #2
0
static void updateTrap(GameObject obj)
{
  EntityManager &em = EntityManager::instance();
  TrapComponent *trap = em.getComponentForEntity<TrapComponent>(obj);
  if (trap->is_triggered || trap->is_destroyed) {
    // If the trap was already triggered or destroyed.
    return;
  }
  SpaceComponent *trap_space = em.getComponentForEntity<SpaceComponent>(obj);
  if (!trap_space || !trap_space->is_active) {
    // If trap isn't on map.
    return ;
  }
  std::vector<GameObject> entities;
  em.getEntitiesWithComponent<CollisionComponent>(entities);
  std::vector<GameObject>::iterator it = entities.begin();
  for (; it != entities.end(); ++it) {
    if (triggersTrap(*it, obj)) {
      trap->is_triggered = true;
      trap->is_visible = true;
      spawnEffect(obj, *it);
    }
  }
}
Example #3
0
LuaProxy::Animation LuaProxy::spawnEffect(short effectID, double x, double y, lua_State* L)
{
    return spawnEffect(effectID, x, y, 1.0f, L);
}