}
void
+TreeWillOWisp::draw(DrawingContext& context)
+{
+ sprite->draw(context, get_pos(), layer);
+
+ context.push_target();
+ context.set_target(DrawingContext::LIGHTMAP);
+
+ sprite->draw(context, get_pos(), layer);
+
+ context.pop_target();
+}
+
+void
TreeWillOWisp::active_update(float elapsed_time)
{
// remove TreeWillOWisp if it has completely vanished
virtual bool is_freezable() const { return false; }
virtual void kill_fall() { vanish(); }
+ virtual void draw(DrawingContext& context);
+
protected:
virtual bool collides(GameObject& other, const CollisionHit& hit);
HitResponse collision_player(Player& player, const CollisionHit& hit);