max_drop_height = 16;
//Prevent stutter when Tux jumps on Gold Bomb
- sound_manager->preload("sounds/explosion.wav");
+ SoundManager::current()->preload("sounds/explosion.wav");
//Check if we need another sprite
if( !reader.get( "sprite", sprite_name ) ){
return;
}
//Replace sprite
- sprite = sprite_manager->create( sprite_name );
+ sprite = SpriteManager::current()->create( sprite_name );
}
void
if (player)
player->bounce(*this);
- ticking = sound_manager->create_sound_source("sounds/fizz.wav");
+ ticking = SoundManager::current()->create_sound_source("sounds/fizz.wav");
ticking->set_position(get_pos());
ticking->set_looping(true);
ticking->set_gain(2.0);
if(is_valid()) {
remove_me();
- Sector::current()->add_object(new Explosion(get_bbox().get_middle()));
- Sector::current()->add_object(new CoinExplode(get_pos() + Vector (0, -40)));
+ Sector::current()->add_object(std::make_shared<Explosion>(get_bbox().get_middle()));
+ Sector::current()->add_object(std::make_shared<CoinExplode>(get_pos() + Vector (0, -40)));
}
run_dead_script();
}
void
-GoldBomb::grab(MovingObject& object, const Vector& pos, Direction dir)
+GoldBomb::grab(MovingObject& object, const Vector& pos, Direction dir_)
{
if(tstate == STATE_TICKING){
movement = pos - get_pos();
- this->dir = dir;
+ this->dir = dir_;
// We actually face the opposite direction of Tux here to make the fuse more
// visible instead of hiding it behind Tux
}
else if(frozen){
movement = pos - get_pos();
- this->dir = dir;
- sprite->set_action(dir == LEFT ? "iced-left" : "iced-right");
+ this->dir = dir_;
+ sprite->set_action(dir_ == LEFT ? "iced-left" : "iced-right");
set_colgroup_active(COLGROUP_DISABLED);
grabbed = true;
}