2 // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "math/random_generator.hpp"
18 #include "object/candle.hpp"
19 #include "object/sprite_particle.hpp"
20 #include "scripting/candle.hpp"
21 #include "scripting/squirrel_util.hpp"
22 #include "supertux/object_factory.hpp"
23 #include "supertux/sector.hpp"
24 #include "util/reader.hpp"
26 Candle::Candle(const Reader& lisp)
27 : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED),
30 lightcolor(1.0f, 1.0f, 1.0f),
31 candle_light_1(SpriteManager::current()->create("images/objects/candle/candle-light-1.sprite")),
32 candle_light_2(SpriteManager::current()->create("images/objects/candle/candle-light-2.sprite"))
34 lisp.get("name", name);
35 lisp.get("burning", burning);
36 lisp.get("flicker", flicker);
38 std::vector<float> vColor;
39 lisp.get("color", vColor);
40 //change the light color if defined
41 if (vColor.size() >= 3) {
42 lightcolor = Color(vColor);
43 candle_light_1->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
44 candle_light_2->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
45 candle_light_1->set_color(lightcolor);
46 candle_light_2->set_color(lightcolor);
47 //the following allows the original candle appearance to be preserved
48 candle_light_1->set_action("white");
49 candle_light_2->set_action("white");
53 sprite->set_action("on");
55 sprite->set_action("off");
61 Candle::draw(DrawingContext& context)
63 // draw regular sprite
64 sprite->draw(context, get_pos(), layer);
68 //Vector pos = get_pos() + (bbox.get_size() - candle_light_1->get_size()) / 2;
69 context.push_target();
70 context.set_target(DrawingContext::LIGHTMAP);
71 // draw approx. 1 in 10 frames darker. Makes the candle flicker
72 if (gameRandom.rand(10) != 0 || !flicker) {
73 //context.draw_surface(candle_light_1, pos, layer);
74 candle_light_1->draw(context, get_bbox().get_middle(), 0);
76 //context.draw_surface(candle_light_2, pos, layer);
77 candle_light_2->draw(context, get_bbox().get_middle(), 0);
84 Candle::collision(GameObject&, const CollisionHit& )
90 Candle::expose(HSQUIRRELVM vm, SQInteger table_idx)
92 if (name.empty()) return;
93 scripting::Candle* _this = new scripting::Candle(this);
94 expose_object(vm, table_idx, _this, name, true);
98 Candle::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
100 if (name.empty()) return;
101 scripting::unexpose_object(vm, table_idx, name);
107 Vector ppos = bbox.get_middle();
108 Vector pspeed = Vector(0, -150);
109 Vector paccel = Vector(0,0);
110 Sector::current()->add_object(new SpriteParticle("images/objects/particles/smoke.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_BACKGROUNDTILES+2));
114 Candle::get_burning()
120 Candle::set_burning(bool burning_)
122 if (this->burning == burning_) return;
123 this->burning = burning_;
125 sprite->set_action("on");
127 sprite->set_action("off");
129 //puff smoke for flickering light sources only
130 if (flicker) puff_smoke();