#include "object/weak_block.hpp"
+#include "audio/sound_manager.hpp"
#include "math/random_generator.hpp"
#include "object/bullet.hpp"
#include "object/explosion.hpp"
: MovingSprite(lisp, "images/objects/weak_block/strawbox.sprite", LAYER_TILES, COLGROUP_STATIC), state(STATE_NORMAL),
linked(true),
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"))
{
sprite->set_action("normal");
//Check if this weakblock destroys adjacent weakblocks
if(lisp.get("linked", linked)){
if(! linked){
sprite_name = "images/objects/weak_block/meltbox.sprite";
- sprite = sprite_manager->create(sprite_name);
+ sprite = SpriteManager::current()->create(sprite_name);
sprite->set_action("normal");
}
}
- lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
- lightsprite->set_color(Color(0.3f, 0.2f, 0.1f));
+ if(sprite_name == "images/objects/weak_block/strawbox.sprite") {
+ lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+ lightsprite->set_color(Color(0.3f, 0.2f, 0.1f));
+ } else if(sprite_name == "images/objects/weak_block/meltbox.sprite")
+ SoundManager::current()->preload("sounds/sizzle.ogg");
}
HitResponse
} else
lightsprite->set_color(Color(0.3f, 0.2f, 0.1f));
}
-
+
if (sprite->animation_done()) {
state = STATE_DISINTEGRATING;
sprite->set_action("disintegrating", 1);
spreadHit();
set_group(COLGROUP_DISABLED);
- lightsprite = sprite_manager->create("images/objects/lightmap_light/lightmap_light-tiny.sprite");
+ lightsprite = SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-tiny.sprite");
lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
lightsprite->set_color(Color(0.3f, 0.2f, 0.1f));
}
void
WeakBlock::draw(DrawingContext& context)
{
- //Draw the Sprite.
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ //Draw the Sprite just in front of other objects
+ sprite->draw(context, get_pos(), LAYER_OBJECTS + 10);
//Draw the light if burning and dark
if(linked && (state != STATE_NORMAL)){
context.get_light( get_bbox().get_middle(), &light );
if (light.red + light.green + light.blue < 3.0){
context.push_target();
context.set_target(DrawingContext::LIGHTMAP);
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ sprite->draw(context, get_pos(), LAYER_OBJECTS + 10);
lightsprite->draw(context, get_bbox().get_middle(), 0);
context.pop_target();
}
}
}
-
+
void
WeakBlock::startBurning()
{
if (state != STATE_NORMAL) return;
state = STATE_BURNING;
sprite->set_action("burning", 1);
+ if(sprite_name == "images/objects/weak_block/meltbox.sprite")
+ SoundManager::current()->play("sounds/sizzle.ogg");
}
void
return;
}
for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) {
- WeakBlock* wb = dynamic_cast<WeakBlock*>(*i);
+ WeakBlock* wb = dynamic_cast<WeakBlock*>(i->get());
if (!wb) continue;
if (wb == this) continue;
if (wb->state != STATE_NORMAL) continue;