2 // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "math/random_generator.hpp"
18 #include "object/candle.hpp"
19 #include "object/sprite_particle.hpp"
20 #include "scripting/candle.hpp"
21 #include "scripting/squirrel_util.hpp"
22 #include "supertux/object_factory.hpp"
23 #include "supertux/sector.hpp"
24 #include "util/reader.hpp"
26 Candle::Candle(const Reader& lisp)
27 : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED),
30 lightcolor(1.0f, 1.0f, 1.0f),
31 candle_light_1(sprite_manager->create("images/objects/candle/candle-light-1.sprite")),
32 candle_light_2(sprite_manager->create("images/objects/candle/candle-light-2.sprite"))
34 lisp.get("name", name);
35 lisp.get("burning", burning);
36 lisp.get("flicker", flicker);
38 std::vector<float> vColor;
39 lisp.get("color", vColor);
40 if (vColor.size() >= 3) {
41 lightcolor = Color(vColor);
42 candle_light_1->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
43 candle_light_2->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
44 candle_light_1->set_color(lightcolor);
45 candle_light_2->set_color(lightcolor);
49 sprite->set_action("on");
51 sprite->set_action("off");
57 Candle::draw(DrawingContext& context)
59 // draw regular sprite
60 sprite->draw(context, get_pos(), layer);
64 //Vector pos = get_pos() + (bbox.get_size() - candle_light_1->get_size()) / 2;
65 context.push_target();
66 context.set_target(DrawingContext::LIGHTMAP);
67 // draw approx. 1 in 10 frames darker. Makes the candle flicker
68 if (gameRandom.rand(10) != 0 || !flicker) {
69 //context.draw_surface(candle_light_1, pos, layer);
70 candle_light_1->draw(context, get_bbox().get_middle(), 0);
72 //context.draw_surface(candle_light_2, pos, layer);
73 candle_light_2->draw(context, get_bbox().get_middle(), 0);
80 Candle::collision(GameObject&, const CollisionHit& )
86 Candle::expose(HSQUIRRELVM vm, SQInteger table_idx)
88 if (name.empty()) return;
89 scripting::Candle* _this = new scripting::Candle(this);
90 expose_object(vm, table_idx, _this, name, true);
94 Candle::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
96 if (name.empty()) return;
97 scripting::unexpose_object(vm, table_idx, name);
103 Vector ppos = bbox.get_middle();
104 Vector pspeed = Vector(0, -150);
105 Vector paccel = Vector(0,0);
106 Sector::current()->add_object(new SpriteParticle("images/objects/particles/smoke.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_BACKGROUNDTILES+2));
110 Candle::get_burning()
116 Candle::set_burning(bool burning)
118 if (this->burning == burning) return;
119 this->burning = burning;
121 sprite->set_action("on");
123 sprite->set_action("off");
125 //puff smoke for flickering light sources only
126 if (flicker) puff_smoke();