#include <bouncy_coin.hpp>
Inherits GameObject.
Public Member Functions | |
BouncyCoin (const Vector &pos, bool emerge=false) | |
~BouncyCoin () | |
virtual void | update (float elapsed_time) |
This function is called once per frame and allows the object to update it's state. | |
virtual void | draw (DrawingContext &context) |
The GameObject should draw itself onto the provided DrawingContext if this function is called. | |
Private Member Functions | |
BouncyCoin (const BouncyCoin &) | |
BouncyCoin & | operator= (const BouncyCoin &) |
Private Attributes | |
SpritePtr | sprite |
Vector | position |
Timer | timer |
float | emerge_distance |
Definition at line 30 of file bouncy_coin.hpp.
BouncyCoin::BouncyCoin | ( | const Vector & | pos, | |
bool | emerge = false | |||
) |
Definition at line 27 of file bouncy_coin.cpp.
References SpriteManager::create(), emerge_distance, LIFE_TIME, sprite, sprite_manager, Timer::start(), and timer.
00027 : 00028 sprite(), 00029 position(pos), 00030 timer(), 00031 emerge_distance(0) 00032 { 00033 timer.start(LIFE_TIME); 00034 sprite = sprite_manager->create("images/objects/coin/coin.sprite"); 00035 00036 if(emerge) { 00037 emerge_distance = sprite->get_height(); 00038 } 00039 }
BouncyCoin::~BouncyCoin | ( | ) |
BouncyCoin::BouncyCoin | ( | const BouncyCoin & | ) | [private] |
void BouncyCoin::update | ( | float | elapsed_time | ) | [virtual] |
This function is called once per frame and allows the object to update it's state.
The elapsed_time is the time since the last frame in seconds and should be the base for all timed calculations (don't use SDL_GetTicks directly as this will fail in pause mode)
Implements GameObject.
Definition at line 46 of file bouncy_coin.cpp.
References Timer::check(), emerge_distance, position, GameObject::remove_me(), timer, and Vector::y.
00047 { 00048 float dist = -200 * elapsed_time; 00049 position.y += dist; 00050 emerge_distance += dist; 00051 00052 if(timer.check()) 00053 remove_me(); 00054 }
void BouncyCoin::draw | ( | DrawingContext & | context | ) | [virtual] |
The GameObject should draw itself onto the provided DrawingContext if this function is called.
Implements GameObject.
Definition at line 57 of file bouncy_coin.cpp.
References emerge_distance, FADE_TIME, Timer::get_timeleft(), LAYER_OBJECTS, DrawingContext::pop_transform(), position, DrawingContext::push_transform(), DrawingContext::set_alpha(), sprite, and timer.
00058 { 00059 float time_left = timer.get_timeleft(); 00060 bool fading = time_left < FADE_TIME; 00061 if(fading) { 00062 float alpha = time_left/FADE_TIME; 00063 context.push_transform(); 00064 context.set_alpha(alpha); 00065 } 00066 00067 int layer; 00068 if(emerge_distance > 0) { 00069 layer = LAYER_OBJECTS - 5; 00070 } else { 00071 layer = LAYER_OBJECTS + 5; 00072 } 00073 sprite->draw(context, position, layer); 00074 00075 if(fading) { 00076 context.pop_transform(); 00077 } 00078 }
BouncyCoin& BouncyCoin::operator= | ( | const BouncyCoin & | ) | [private] |
SpritePtr BouncyCoin::sprite [private] |
Vector BouncyCoin::position [private] |
Timer BouncyCoin::timer [private] |
float BouncyCoin::emerge_distance [private] |