#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"
walker(),
flyspeed(),
track_range(),
- vanish_range()
+ vanish_range(),
+ lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
{
bool running = false;
flyspeed = FLYSPEED;
sound_manager->preload(SOUNDFILE);
sound_manager->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();
}
return;
std::cout << "Expose me '" << name << "'\n";
- Scripting::WillOWisp* interface = static_cast<Scripting::WillOWisp*> (this);
- expose_object(vm, table_idx, interface, name);
+ scripting::WillOWisp* _this = static_cast<scripting::WillOWisp*> (this);
+ expose_object(vm, table_idx, _this, name);
}
void
return;
std::cout << "UnExpose me '" << name << "'\n";
- Scripting::unexpose_object(vm, table_idx, name);
+ scripting::unexpose_object(vm, table_idx, name);
}
-IMPLEMENT_FACTORY(WillOWisp, "willowisp");
-
/* EOF */