Exemple #1
0
Mine::Mine() : WeaponLauncher(WEAPON_MINE, "minelauncher", MineConfig::GetInstance())
{
  UpdateTranslationStrings();

  m_category = THROW;
  ReloadLauncher();
}
Exemple #2
0
Cluzooka::Cluzooka() :
  WeaponLauncher(WEAPON_CLUZOOKA, "cluzooka", new CluzookaConfig())
{
  UpdateTranslationStrings();

  m_category = HEAVY;
  ReloadLauncher();
}
Exemple #3
0
FootBombLauncher::FootBombLauncher() :
  WeaponLauncher(WEAPON_FOOTBOMB, "footbomb", new FootBombConfig())
{
  UpdateTranslationStrings();

  m_category = THROW;
  ignore_collision_signal = true;
  ReloadLauncher();
}
Exemple #4
0
ClusterLauncher::ClusterLauncher() :
  WeaponLauncher(WEAPON_CLUSTER_BOMB, "cluster_bomb", new ClusterBombConfig())
{
  UpdateTranslationStrings();

  m_category = THROW;
  ignore_collision_signal = true;
  ReloadLauncher();
}
Exemple #5
0
DiscoGrenadeLauncher::DiscoGrenadeLauncher() :
  WeaponLauncher(WEAPON_DISCO_GRENADE, "disco_grenade", new ExplosiveWeaponConfig())
{
  UpdateTranslationStrings();

  m_category = THROW;
  m_allow_change_timeout = true;
  ignore_collision_signal = true;
  ReloadLauncher();
}
Exemple #6
0
PolecatLauncher::PolecatLauncher() :
  WeaponLauncher(WEAPON_POLECAT, "polecatlauncher", new ExplosiveWeaponConfig()),
  current_polecat(NULL),
  polecat_death_time(0)
{
  UpdateTranslationStrings();

  m_category = SPECIAL;
  ReloadLauncher();

  // unit will be used when the polecat disappears
  use_unit_on_first_shoot = false;
}
Exemple #7
0
void Mine::Add(int x, int y)
{
  projectile->SetXY(Point2i(x, y));
  projectile->SetOverlappingObject(&ActiveCharacter());

  // add the character speed
  if(ActiveCharacter().GetDirection() == 1)
    projectile->SetSpeed(1.0, -QUARTER_PI);
  else
    projectile->SetSpeed(1.0, -THREE * QUARTER_PI);

  ObjectsList::GetRef().AddObject (projectile);
  projectile = NULL;
  ReloadLauncher();
}
Exemple #8
0
TuxLauncher::TuxLauncher()
  : WeaponLauncher(WEAPON_SUPERTUX, "tux", new SuperTuxWeaponConfig())
{
  UpdateTranslationStrings();

  m_category = SPECIAL;
  current_tux = NULL;
  tux_death_time = 0;
  ReloadLauncher();

  // unit will be used when the supertux disappears
  use_unit_on_first_shoot = false;

  // Supertux doesn't drown! it swims!
  ignore_drowning_signal = true;
}