-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-#include <config.h>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+#include "object/camera.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "object/sprite_particle.hpp"
+#include "supertux/globals.hpp"
+#include "supertux/sector.hpp"
#include <stdexcept>
-#include "sprite_particle.hpp"
-#include "sector.hpp"
-#include "camera.hpp"
-#include "main.hpp"
-#include "log.hpp"
-SpriteParticle::SpriteParticle(std::string sprite_name, std::string action, Vector position, AnchorPoint anchor, Vector velocity, Vector acceleration, int drawing_layer)
- : position(position), velocity(velocity), acceleration(acceleration), drawing_layer(drawing_layer)
+SpriteParticle::SpriteParticle(std::string sprite_name, std::string action,
+ Vector position, AnchorPoint anchor, Vector velocity, Vector acceleration,
+ int drawing_layer) :
+ sprite(),
+ position(position),
+ velocity(velocity),
+ acceleration(acceleration),
+ drawing_layer(drawing_layer),
+ light(0.0f,0.0f,0.0f),
+ lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-tiny.sprite")),
+ glow(false)
{
sprite = sprite_manager->create(sprite_name);
- if (!sprite) throw std::runtime_error("Could not load sprite "+sprite_name);
+ if (!sprite.get()) throw std::runtime_error("Could not load sprite "+sprite_name);
sprite->set_action(action, 1);
sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action
this->position -= get_anchor_pos(sprite->get_current_hitbox(), anchor);
+
+ if(sprite_name=="images/objects/particles/sparkle.sprite")
+ glow = true;
+ if(action=="dark") {
+ lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+ lightsprite->set_color(Color(0.1f, 0.1f, 0.1f));
+ }
}
SpriteParticle::~SpriteParticle()
void
SpriteParticle::draw(DrawingContext& context)
{
- sprite->draw(context, position, drawing_layer);
+ sprite->draw(context, position, drawing_layer);
+
+ //Sparkles glow in the dark
+ if(glow){
+ context.get_light(position, &light );
+ if (light.red + light.green + light.blue < 3.0){
+ context.push_target();
+ context.set_target(DrawingContext::LIGHTMAP);
+ sprite->draw(context, position, drawing_layer);
+ lightsprite->draw(context, position + Vector(12,12), 0);
+ context.pop_target();
+ }
+ }
+
}
+
+/* EOF */