Fix music not properly fading in again
[supertux.git] / src / object / star.cpp
index 36a2b20..fb505b6 100644 (file)
@@ -31,7 +31,7 @@ Star::Star(const Vector& pos, Direction direction) :
   MovingSprite(pos, "images/powerups/star/star.sprite", LAYER_OBJECTS, COLGROUP_MOVING),
   physic(),
   light(0.0f,0.0f,0.0f),
-  lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
+  lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite"))
 {
   physic.set_velocity((direction == LEFT) ? -STAR_SPEED : STAR_SPEED, INITIALJUMP);
   //set light for glow effect
@@ -57,11 +57,13 @@ Star::update(float elapsed_time)
         Vector ppos = Vector(px, py);
         Vector pspeed = Vector(0, 0);
         Vector paccel = Vector(0, 0);
-        Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
-                                                         // draw bright sparkles when very close to Tux, dark sparkles when slightly further
-                                                         (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
-                                                         // make every other a longer sparkle to make trail a bit fuzzy
-                                                         (size_t(game_time*20)%2) ? "small" : "medium" : "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+        Sector::current()->add_object(std::make_shared<SpriteParticle>(
+                                        "images/objects/particles/sparkle.sprite",
+                                        // draw bright sparkles when very close to Tux, dark sparkles when slightly further
+                                        (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
+                                        // make every other a longer sparkle to make trail a bit fuzzy
+                                        (size_t(game_time*20)%2) ? "small" : "medium" : "dark", 
+                                        ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
       }
     }
   }