script(),
no_physics(),
light(0.0f,0.0f,0.0f),
- lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
+ lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
{
lisp.get("script", script);
no_physics = false;
lisp.get("disable-physics", no_physics);
physic.enable_gravity(true);
- sound_manager->preload("sounds/grow.ogg");
- sound_manager->preload("sounds/fire-flower.wav");
+ SoundManager::current()->preload("sounds/grow.ogg");
+ SoundManager::current()->preload("sounds/fire-flower.wav");
//set default light for glow effect for standard sprites
lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
} else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
+ } else if (sprite_name == "images/powerups/airflower/airflower.sprite") {
+ lightsprite->set_color(Color(0.15f, 0.0f, 0.15f));
+ } else if (sprite_name == "images/powerups/earthflower/earthflower.sprite") {
+ lightsprite->set_color(Color(0.0f, 0.3f, 0.0f));
} else if (sprite_name == "images/powerups/star/star.sprite") {
lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
}
script(),
no_physics(false),
light(0.0f,0.0f,0.0f),
- lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
+ lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
{
physic.enable_gravity(true);
- sound_manager->preload("sounds/grow.ogg");
- sound_manager->preload("sounds/fire-flower.wav");
+ SoundManager::current()->preload("sounds/grow.ogg");
+ SoundManager::current()->preload("sounds/fire-flower.wav");
//set default light for glow effect for standard sprites
lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));
lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));
} else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));
+ } else if (sprite_name == "images/powerups/airflower/airflower.sprite") {
+ lightsprite->set_color(Color(0.15f, 0.0f, 0.15f));
+ } else if (sprite_name == "images/powerups/earthflower/earthflower.sprite") {
+ lightsprite->set_color(Color(0.0f, 0.3f, 0.0f));
} else if (sprite_name == "images/powerups/star/star.sprite") {
lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));
}
if (sprite_name == "images/powerups/egg/egg.sprite") {
if(!player->add_bonus(GROWUP_BONUS, true))
return FORCE_MOVE;
- sound_manager->play("sounds/grow.ogg");
+ SoundManager::current()->play("sounds/grow.ogg");
} else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {
if(!player->add_bonus(FIRE_BONUS, true))
return FORCE_MOVE;
- sound_manager->play("sounds/fire-flower.wav");
+ SoundManager::current()->play("sounds/fire-flower.wav");
} else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {
if(!player->add_bonus(ICE_BONUS, true))
return FORCE_MOVE;
- sound_manager->play("sounds/fire-flower.wav");
+ SoundManager::current()->play("sounds/fire-flower.wav");
+ } else if (sprite_name == "images/powerups/airflower/airflower.sprite") {
+ if(!player->add_bonus(AIR_BONUS, true))
+ return FORCE_MOVE;
+ SoundManager::current()->play("sounds/fire-flower.wav");
+ } else if (sprite_name == "images/powerups/earthflower/earthflower.sprite") {
+ if(!player->add_bonus(EARTH_BONUS, true))
+ return FORCE_MOVE;
+ SoundManager::current()->play("sounds/fire-flower.wav");
} else if (sprite_name == "images/powerups/star/star.sprite") {
player->make_invincible();
} else if (sprite_name == "images/powerups/1up/1up.sprite") {
Vector ppos = Vector(px, py);
Vector pspeed = Vector(0, 0);
Vector paccel = Vector(0, 0);
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
- // draw bright sparkles when very close to Tux, dark sparkles when slightly further
- (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
- // make every other a longer sparkle to make trail a bit fuzzy
- (size_t(game_time*20)%2) ? "small" : "medium" : "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ Sector::current()->add_object(std::make_shared<SpriteParticle>(
+ "images/objects/particles/sparkle.sprite",
+ // draw bright sparkles when very close to Tux, dark sparkles when slightly further
+ (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
+ // make every other a longer sparkle to make trail a bit fuzzy
+ (size_t(game_time*20)%2) ? "small" : "medium" : "dark",
+ ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
}
}
}