lightsprite = sprite_manager->create("images/objects/lightmap_light/lightmap_light.sprite");
lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
updateColor();
+ sound_manager->preload("sounds/willocatch.wav");
+}
+
+Lantern::Lantern(const Vector& pos)
+ : Rock(pos, "images/objects/lantern/lantern.sprite"),
+ lightcolor(0.0f, 0.0f, 0.0f)
+{
+ lightsprite = sprite_manager->create("images/objects/lightmap_light/lightmap_light.sprite");
+ lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+ updateColor();
+ sound_manager->preload("sounds/willocatch.wav");
}
Lantern::~Lantern()
WillOWisp* wow = dynamic_cast<WillOWisp*>(&other);
if (wow) {
// collided with WillOWisp while grabbed and unlit
+ sound_manager->play("sounds/willocatch.wav");
lightcolor = Color(0,1,0);
updateColor();
wow->vanish();
TreeWillOWisp* twow = dynamic_cast<TreeWillOWisp*>(&other);
if (twow) {
// collided with TreeWillOWisp while grabbed and unlit
+ sound_manager->play("sounds/willocatch.wav");
lightcolor = twow->get_color();
updateColor();
twow->vanish();