void Light::draw(DrawingContext& context) { sprite->set_color(color); sprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE)); sprite->draw(context.light(), position, 0); }
void BadGuy::draw(DrawingContext& context) { if (!m_sprite.get()) return; if (m_state == STATE_INIT || m_state == STATE_INACTIVE) { if (Editor::is_active()) { m_sprite->draw(context.color(), get_pos(), m_layer); } } else { if (m_state == STATE_FALLING) { context.push_transform(); context.set_flip(context.get_flip() ^ VERTICAL_FLIP); m_sprite->draw(context.color(), get_pos(), m_layer); context.pop_transform(); } else { m_sprite->draw(context.color(), get_pos(), m_layer); } if (m_glowing) { m_lightsprite->draw(context.light(), m_col.m_bbox.get_middle(), 0); } } }
void TreeWillOWisp::draw(DrawingContext& context) { sprite->draw(context.color(), get_pos(), layer); sprite->draw(context.light(), get_pos(), layer); }
void MagicBlock::draw(DrawingContext& context){ // Ask for update about lightmap at center of this block context.light().get_pixel( center, &light ); MovingSprite::draw(context); context.color().draw_filled_rect( bbox, color, layer); }
void Firefly::draw(DrawingContext& context) { MovingSprite::draw(context); if (sprite_name.find("torch", 0) != std::string::npos && (activated || sprite->get_action() == "ringing")) { m_sprite_light->draw(context.light(), bbox.get_middle() - TORCH_LIGHT_OFFSET, 0); } }
void BonusBlock::draw(DrawingContext& context){ // do the regular drawing first Block::draw(context); // then Draw the light if on. if(sprite->get_action() == "on") { Vector pos = get_pos() + (bbox.get_size().as_vector() - lightsprite->get_size()) / 2; context.light().draw_surface(lightsprite, pos, 10); } }
void Flower::draw(DrawingContext& context) { //Draw the Sprite. sprite->draw(context.color(), get_pos(), LAYER_OBJECTS, drawing_effect); //Draw the light when dark context.get_light( bbox.get_middle(), &light ); if (light.red + light.green + light.blue < 3.0){ lightsprite->draw(context.light(), bbox.get_middle(), 0); } }
void PowerUp::draw(DrawingContext& context) { sprite->draw(context.color(), get_pos(), layer); // Stars are brighter if (sprite_name == "images/powerups/star/star.sprite") { sprite->draw(context.color(), get_pos(), layer); } lightsprite->draw(context.light(), bbox.get_middle(), 0); }
void Explosion::draw(DrawingContext& context) { sprite->draw(context.color(), get_pos(), LAYER_OBJECTS+40); lightsprite->draw(context.light(), bbox.get_middle(), 0); }