climbing(0)
{
this->name = name_;
- controller = g_input_manager->get_controller();
+ controller = InputManager::current()->get_controller();
scripting_controller.reset(new CodeController());
// if/when we have complete penny gfx, we can
// load those instead of Tux's sprite in the
// constructor
- sprite = sprite_manager->create("images/creatures/tux/tux.sprite");
+ sprite = SpriteManager::current()->create("images/creatures/tux/tux.sprite");
airarrow = Surface::create("images/engine/hud/airarrow.png");
idle_timer.start(IDLE_TIME[0]/1000.0f);
- sound_manager->preload("sounds/bigjump.wav");
- sound_manager->preload("sounds/jump.wav");
- sound_manager->preload("sounds/hurt.wav");
- sound_manager->preload("sounds/kill.wav");
- sound_manager->preload("sounds/skid.wav");
- sound_manager->preload("sounds/flip.wav");
- sound_manager->preload("sounds/invincible_start.ogg");
- sound_manager->preload("sounds/splash.ogg");
+ SoundManager::current()->preload("sounds/bigjump.wav");
+ SoundManager::current()->preload("sounds/jump.wav");
+ SoundManager::current()->preload("sounds/hurt.wav");
+ SoundManager::current()->preload("sounds/kill.wav");
+ SoundManager::current()->preload("sounds/skid.wav");
+ SoundManager::current()->preload("sounds/flip.wav");
+ SoundManager::current()->preload("sounds/invincible_start.ogg");
+ SoundManager::current()->preload("sounds/splash.ogg");
init();
}
// let's skid!
if(fabs(vx)>SKID_XM && !skidding_timer.started()) {
skidding_timer.start(SKID_TIME);
- sound_manager->play("sounds/skid.wav");
+ SoundManager::current()->play("sounds/skid.wav");
// dust some particles
Sector::current()->add_object(
new Particles(
backflip_direction = (dir == LEFT)?(+1):(-1);
backflipping = true;
do_jump(-580);
- sound_manager->play("sounds/flip.wav");
+ SoundManager::current()->play("sounds/flip.wav");
backflip_timer.start(TUX_BACKFLIP_TIME);
}
// play sound
if (is_big()) {
- sound_manager->play("sounds/bigjump.wav");
+ SoundManager::current()->play("sounds/bigjump.wav");
} else {
- sound_manager->play("sounds/jump.wav");
+ SoundManager::current()->play("sounds/jump.wav");
}
}
if( tile_attributes & Tile::WATER ){
swimming = true;
no_water = false;
- sound_manager->play( "sounds/splash.ogg" );
+ SoundManager::current()->play( "sounds/splash.ogg" );
}
}
#endif
void
Player::make_invincible()
{
- sound_manager->play("sounds/invincible_start.ogg");
+ SoundManager::current()->play("sounds/invincible_start.ogg");
invincible_timer.start(TUX_INVINCIBLE_TIME);
Sector::current()->play_music(HERRING_MUSIC);
}
physic.set_velocity_x(0);
if(!completely && is_big()) {
- sound_manager->play("sounds/hurt.wav");
+ SoundManager::current()->play("sounds/hurt.wav");
if(player_status->bonus == FIRE_BONUS
|| player_status->bonus == ICE_BONUS) {
duck = false;
}
} else {
- sound_manager->play("sounds/kill.wav");
+ SoundManager::current()->play("sounds/kill.wav");
// do not die when in edit mode
if (edit_mode) {
// TODO: need nice way to handle players dying in co-op mode
Sector::current()->effect->fade_out(3.0);
- sound_manager->stop_music(3.0);
+ SoundManager::current()->stop_music(3.0);
}
}