#include "util/reader.hpp"
Candle::Candle(const Reader& lisp)
- : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED), burning(true),
- candle_light_1(Surface::create("images/objects/candle/candle-light-1.png")),
- candle_light_2(Surface::create("images/objects/candle/candle-light-2.png"))
+ : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED),
+ burning(true),
+ flicker(true),
+ lightcolor(1.0f, 1.0f, 1.0f),
+ candle_light_1(SpriteManager::current()->create("images/objects/candle/candle-light-1.sprite")),
+ candle_light_2(SpriteManager::current()->create("images/objects/candle/candle-light-2.sprite"))
{
- lisp.get("name", name);
- lisp.get("burning", burning);
+
+ if(!lisp.get("name", name))
+ {
+ log_warning << "Couldn't get \"name\" property for candle." << std::endl;
+ }
+ if(!lisp.get("burning", burning))
+ {
+ log_warning << "Couldn't get \"burning\" property for candle." << std::endl;
+ }
+ if(!lisp.get("flicker", flicker))
+ {
+ log_warning << "Couldn't get \"flicker\" property for candle." << std::endl;
+ }
+ //get color from lisp
+ std::vector<float> vColor;
+ if(lisp.get("color", vColor))
+ {
+ log_warning << "Couldn't get \"color\" property for candle." << std::endl;
+ }
+
+ //change the light color if defined
+ if (vColor.size() >= 3) {
+ lightcolor = Color(vColor);
+ candle_light_1->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+ candle_light_2->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));
+ candle_light_1->set_color(lightcolor);
+ candle_light_2->set_color(lightcolor);
+ //the following allows the original candle appearance to be preserved
+ candle_light_1->set_action("white");
+ candle_light_2->set_action("white");
+ }
if (burning) {
sprite->set_action("on");
// draw on lightmap
if (burning) {
- Vector pos = get_pos() + (bbox.get_size() - candle_light_1->get_size()) / 2;
+ //Vector pos = get_pos() + (bbox.get_size() - candle_light_1->get_size()) / 2;
context.push_target();
context.set_target(DrawingContext::LIGHTMAP);
// draw approx. 1 in 10 frames darker. Makes the candle flicker
- if (systemRandom.rand(10) != 0) {
- context.draw_surface(candle_light_1, pos, layer);
+ if (gameRandom.rand(10) != 0 || !flicker) {
+ //context.draw_surface(candle_light_1, pos, layer);
+ candle_light_1->draw(context, get_bbox().get_middle(), 0);
} else {
- context.draw_surface(candle_light_2, pos, layer);
+ //context.draw_surface(candle_light_2, pos, layer);
+ candle_light_2->draw(context, get_bbox().get_middle(), 0);
}
context.pop_target();
}
Vector ppos = bbox.get_middle();
Vector pspeed = Vector(0, -150);
Vector paccel = Vector(0,0);
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/smoke.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_BACKGROUNDTILES+2));
+ Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/smoke.sprite",
+ "default",
+ ppos, ANCHOR_MIDDLE,
+ pspeed, paccel,
+ LAYER_BACKGROUNDTILES+2));
}
bool
}
void
-Candle::set_burning(bool burning)
+Candle::set_burning(bool burning_)
{
- if (this->burning == burning) return;
- this->burning = burning;
- if (burning) {
+ if (this->burning == burning_) return;
+ this->burning = burning_;
+ if (burning_) {
sprite->set_action("on");
- puff_smoke();
} else {
sprite->set_action("off");
- puff_smoke();
}
+ //puff smoke for flickering light sources only
+ if (flicker) puff_smoke();
}
/* EOF */