+
+ // when invincible, spawn particles
+ if (invincible_timer.started() && !dying)
+ {
+ if (systemRandom.rand(0, 2) == 0) {
+ float px = systemRandom.randf(bbox.p1.x+0, bbox.p2.x-0);
+ float py = systemRandom.randf(bbox.p1.y+0, bbox.p2.y-0);
+ Vector ppos = Vector(px, py);
+ Vector pspeed = Vector(0, 0);
+ Vector paccel = Vector(0, 0);
+ // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
+ if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) {
+ // make every other a longer sparkle to make trail a bit fuzzy
+ if (size_t(game_time*20)%2) {
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ } else {
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ }
+ } else {
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ }
+ }
+ }
+