#include "object/player.hpp"
#include "scripting/squirrel_util.hpp"
#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
#include "supertux/game_session.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
+#include "util/reader.hpp"
static const float FLYSPEED = 64; /**< speed in px per second */
static const float TRACK_RANGE = 384; /**< at what distance to start tracking the player */
static const std::string SOUNDFILE = "sounds/willowisp.wav";
WillOWisp::WillOWisp(const Reader& reader) :
- BadGuy(reader, "images/creatures/willowisp/willowisp.sprite", LAYER_FLOATINGOBJECTS),
- mystate(STATE_IDLE),
- target_sector("main"),
+ BadGuy(reader, "images/creatures/willowisp/willowisp.sprite", LAYER_FLOATINGOBJECTS),
+ mystate(STATE_IDLE),
+ target_sector("main"),
target_spawnpoint("main"),
hit_script(),
sound_source(),
walker(),
flyspeed(),
track_range(),
- vanish_range()
+ vanish_range(),
+ lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
{
bool running = false;
flyspeed = FLYSPEED;
}
countMe = false;
- sound_manager->preload(SOUNDFILE);
- sound_manager->preload("sounds/warp.wav");
+ SoundManager::current()->preload(SOUNDFILE);
+ SoundManager::current()->preload("sounds/warp.wav");
+
+ lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+ lightsprite->set_color(Color(0.0f, 0.2f, 0.0f));
sprite->set_action("idle");
}
context.set_target(DrawingContext::LIGHTMAP);
sprite->draw(context, get_pos(), layer);
+ lightsprite->draw(context, get_bbox().get_middle(), 0);
context.pop_target();
}
if (dist.norm() > vanish_range) {
vanish();
} else if (dist.norm() >= 1) {
- Vector dir = dist.unit();
- movement = dir * elapsed_time * flyspeed;
+ Vector dir_ = dist.unit();
+ movement = dir_ * elapsed_time * flyspeed;
} else {
/* We somehow landed right on top of the player without colliding.
* Sit tight and avoid a division by zero. */
}
case STATE_VANISHING: {
- Vector dir = dist.unit();
- movement = dir * elapsed_time * flyspeed;
+ Vector dir_ = dist.unit();
+ movement = dir_ * elapsed_time * flyspeed;
if(sprite->animation_done()) {
remove_me();
}
void
WillOWisp::activate()
{
- sound_source.reset(sound_manager->create_sound_source(SOUNDFILE));
+ sound_source = SoundManager::current()->create_sound_source(SOUNDFILE);
sound_source->set_position(get_pos());
sound_source->set_looping(true);
sound_source->set_gain(2.0);
} else {
GameSession::current()->respawn(target_sector, target_spawnpoint);
}
- sound_manager->play("sounds/warp.wav");
+ SoundManager::current()->play("sounds/warp.wav");
return CONTINUE;
}
if (name.empty())
return;
- std::cout << "Expose me '" << name << "'\n";
- Scripting::WillOWisp* interface = static_cast<Scripting::WillOWisp*> (this);
- expose_object(vm, table_idx, interface, name);
+ std::cout << "[DEBUG] Expose me '" << name << "'\n";
+ scripting::WillOWisp* _this = static_cast<scripting::WillOWisp*> (this);
+ expose_object(vm, table_idx, _this, name);
}
-
+
void
WillOWisp::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
{
if (name.empty())
return;
- std::cout << "UnExpose me '" << name << "'\n";
- Scripting::unexpose_object(vm, table_idx, name);
+ std::cout << "[DEBUG] UnExpose me '" << name << "'\n";
+ scripting::unexpose_object(vm, table_idx, name);
}
-IMPLEMENT_FACTORY(WillOWisp, "willowisp");
-
/* EOF */