+ float time_left = timer.get_timeleft();
+ bool fading = time_left < FADE_TIME;
+ if(fading) {
+ float alpha = time_left/FADE_TIME;
+ context.push_transform();
+ context.set_alpha(alpha);
+ }
+
+ int layer;
+ if(emerge_distance > 0) {
+ layer = LAYER_OBJECTS - 5;
+ } else {
+ layer = LAYER_OBJECTS + 5;
+ }
+ sprite->draw(context, position, layer);
+
+ if(fading) {
+ context.pop_transform();
+ }