#include "sector.hpp"
#include "object/sprite_particle.hpp"
#include "object_factory.hpp"
+#include "random_generator.hpp"
Candle::Candle(const lisp::Lisp& lisp)
- : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED), burning(true), name("")
+ : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED), burning(true),
+ candle_light_1("images/objects/candle/candle-light-1.png"),
+ candle_light_2("images/objects/candle/candle-light-2.png")
{
lisp.get("name", name);
lisp.get("burning", burning);
} else {
sprite->set_action("off");
}
+
+}
+
+void
+Candle::draw(DrawingContext& context)
+{
+ // draw regular sprite
+ sprite->draw(context, get_pos(), layer);
+
+ // draw on lightmap
+ if (burning) {
+ Vector pos = get_pos() + (bbox.get_size() - candle_light_1.get_size()) / 2;
+ context.push_target();
+ context.set_target(DrawingContext::LIGHTMAP);
+ // draw approx. 1 in 10 frames darker. Makes the candle flicker
+ if (systemRandom.rand(10) != 0) {
+ context.draw_surface(&candle_light_1, pos, layer);
+ } else {
+ context.draw_surface(&candle_light_2, pos, layer);
+ }
+ context.pop_target();
+ }
}
HitResponse
void
Candle::expose(HSQUIRRELVM vm, SQInteger table_idx)
{
- if (name == "") return;
+ if (name.empty()) return;
Scripting::Candle* interface = new Scripting::Candle(this);
expose_object(vm, table_idx, interface, name, true);
}
void
Candle::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
{
- if (name == "") return;
+ if (name.empty()) return;
Scripting::unexpose_object(vm, table_idx, name);
}