}
HitResponse
-Candle::collision(GameObject& , const CollisionHit& )
+Candle::collision(GameObject&, const CollisionHit& )
{
return FORCE_MOVE;
}
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", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_BACKGROUNDTILES+2));
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/smoke.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_BACKGROUNDTILES+2));
}
bool