I finished coding up the windtraps.
The technique behind this is pretty easy. What I do is create a static texture for all windtraps in white. During rendering, I first render the white texture with an overlay color, and on top of that, I render the normal windtrap texture. And in the Update() function of the windtrap, I have a timer to increase/decrease the color every 1/10th of a second. Simple, and effective.
I will probably add this texture to the SpriteSheet, as it would reduce texture swapping. And texture swapping is bad, m'kay?
I also added a link to the development blog of an online friend of mine. He's developing a 3D engine and a bunch of games with it. Except it takes him a decade to produce it all. Yes, I'm serious. A decade.