X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fobject%2Fsprite_particle.cpp;h=0285207997f6a7e27e0a5e9ae1aefeb9da7e02a6;hb=d097f456b8ab4f42058545bdd4f8f676d151e974;hp=2dfee79ea713a97ce22b4bf9f13bc4ca4600006d;hpb=3e89eb527d5f3bca2cb8cd219784048764a148f5;p=supertux.git diff --git a/src/object/sprite_particle.cpp b/src/object/sprite_particle.cpp index 2dfee79ea..028520799 100644 --- a/src/object/sprite_particle.cpp +++ b/src/object/sprite_particle.cpp @@ -1,13 +1,11 @@ -// $Id$ -// // SuperTux // Copyright (C) 2006 Matthias Braun // Copyright (C) 2006 Christoph Sommer // -// 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 @@ -15,27 +13,45 @@ // 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. +// along with this program. If not, see . + +#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 -#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(SpriteManager::current()->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); + sprite = SpriteManager::current()->create(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() + +SpriteParticle::~SpriteParticle() { remove_me(); } @@ -46,7 +62,7 @@ SpriteParticle::hit(Player& ) } void -SpriteParticle::update(float elapsed_time) +SpriteParticle::update(float elapsed_time) { // die when animation is complete if (sprite->animation_done()) { @@ -62,7 +78,7 @@ SpriteParticle::update(float elapsed_time) // die when too far offscreen Vector camera = Sector::current()->camera->get_translation(); - if ((position.x < camera.x - 128) || (position.x > SCREEN_WIDTH + camera.x + 128) || + if ((position.x < camera.x - 128) || (position.x > SCREEN_WIDTH + camera.x + 128) || (position.y < camera.y - 128) || (position.y > SCREEN_HEIGHT + camera.y + 128)) { remove_me(); return; @@ -70,7 +86,22 @@ SpriteParticle::update(float elapsed_time) } void -SpriteParticle::draw(DrawingContext& context) +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 */