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(),
flyspeed(),
track_range(),
vanish_range(),
- lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
+ 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));
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;
}
scripting::WillOWisp* _this = static_cast<scripting::WillOWisp*> (this);
expose_object(vm, table_idx, _this, name);
}
-
+
void
WillOWisp::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
{