: 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));
} else if(sprite_name == "images/objects/weak_block/meltbox.sprite")
- sound_manager->preload("sounds/sizzle.ogg");
+ 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::startBurning()
{
state = STATE_BURNING;
sprite->set_action("burning", 1);
if(sprite_name == "images/objects/weak_block/meltbox.sprite")
- sound_manager->play("sounds/sizzle.ogg");
+ 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;