// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "object/camera.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
#include "object/sprite_particle.hpp"
#include "supertux/globals.hpp"
#include "supertux/sector.hpp"
#include <stdexcept>
-SpriteParticle::SpriteParticle(std::string sprite_name, std::string action,
- Vector position, AnchorPoint anchor, Vector velocity, Vector acceleration,
- int drawing_layer) :
+SpriteParticle::SpriteParticle(std::string sprite_name, std::string action,
+ Vector position_, AnchorPoint anchor, Vector velocity_, Vector acceleration_,
+ int drawing_layer_) :
sprite(),
- position(position),
- velocity(velocity),
- acceleration(acceleration),
- drawing_layer(drawing_layer)
+ position(position_),
+ velocity(velocity_),
+ acceleration(acceleration_),
+ drawing_layer(drawing_layer_),
+ light(0.0f,0.0f,0.0f),
+ lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-tiny.sprite")),
+ glow(false)
{
- sprite = sprite_manager->create(sprite_name);
+ sprite = SpriteManager::current()->create(sprite_name);
if (!sprite.get()) throw std::runtime_error("Could not load sprite "+sprite_name);
sprite->set_action(action, 1);
sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action
this->position -= get_anchor_pos(sprite->get_current_hitbox(), anchor);
+
+ if(sprite_name=="images/objects/particles/sparkle.sprite") {
+ glow = true;
+ if(action=="dark") {
+ lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+ lightsprite->set_color(Color(0.1f, 0.1f, 0.1f));
+ }
+ }
}
SpriteParticle::~SpriteParticle()
SpriteParticle::draw(DrawingContext& context)
{
sprite->draw(context, position, drawing_layer);
+
+ //Sparkles glow in the dark
+ if(glow){
+ context.get_light(position, &light );
+ if (light.red + light.green + light.blue < 3.0){
+ context.push_target();
+ context.set_target(DrawingContext::LIGHTMAP);
+ sprite->draw(context, position, drawing_layer);
+ lightsprite->draw(context, position + Vector(12,12), 0);
+ context.pop_target();
+ }
+ }
+
}
/* EOF */