push(false),
state(STATE_WAITING),
light(0.0f,0.0f,0.0f),
- lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-large.sprite"))
+ lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-large.sprite"))
{
- sound_manager->preload("sounds/explosion.wav");
- sound_manager->preload("sounds/firecracker.ogg");
+ SoundManager::current()->preload("sounds/explosion.wav");
+ SoundManager::current()->preload("sounds/firecracker.ogg");
set_pos(get_pos() - (get_bbox().get_middle() - get_pos()));
lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
lightsprite->set_color(Color(0.6f, 0.6f, 0.6f));
push(false),
state(STATE_WAITING),
light(0.0f,0.0f,0.0f),
- lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-large.sprite"))
+ lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-large.sprite"))
{
- sound_manager->preload("sounds/explosion.wav");
- sound_manager->preload("sounds/firecracker.ogg");
+ SoundManager::current()->preload("sounds/explosion.wav");
+ SoundManager::current()->preload("sounds/firecracker.ogg");
lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
lightsprite->set_color(Color(0.6f, 0.6f, 0.6f));
}
set_action(hurt ? "default" : "pop", 1);
sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action
sprite->set_angle(graphicsRandom.randf(0, 360)); // a random rotation on the sprite to make explosions appear more random
- sound_manager->play(hurt ? "sounds/explosion.wav" : "sounds/firecracker.ogg", get_pos());
+ SoundManager::current()->play(hurt ? "sounds/explosion.wav" : "sounds/firecracker.ogg", get_pos());
#if 0
// spawn some particles