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 = 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;
}