jump_early_apex(),
on_ice(),
ice_this_frame(),
- light(1.0f,1.0f,1.0f),
lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-tiny.sprite")),
dir(),
old_dir(),
; // don't draw Tux
else {
sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
- // illuminate Tux in dark areas with earthflower bonus
- context.get_light( get_bbox().get_middle(), &light );
- if (light.red + light.green + light.blue < 3.0 && player_status->bonus == EARTH_BONUS){
+ // draw light with earthflower bonus
+ if (player_status->bonus == EARTH_BONUS){
context.push_target();
context.set_target(DrawingContext::LIGHTMAP);
lightsprite->draw(context, get_pos() + Vector(dir==LEFT ? 0 : 32, 0), 0);
add_entry(MNID_GROW, _("Bonus: Grow"));
add_entry(MNID_FIRE, _("Bonus: Fire"));
add_entry(MNID_ICE, _("Bonus: Ice"));
+ add_entry(MNID_AIR, _("Bonus: Air"));
+ add_entry(MNID_EARTH, _("Bonus: Earth"));
add_entry(MNID_SHRINK, _("Bonus: None"));
add_hl();
add_entry(MNID_FINISH_LEVEL, _("Finish Level"));
status->bonus = ICE_BONUS;
break;
+ case MNID_AIR:
+ status->bonus = AIR_BONUS;
+ break;
+
+ case MNID_EARTH:
+ status->bonus = EARTH_BONUS;
+ break;
+
case MNID_SHRINK:
status->bonus = NO_BONUS;
break;