// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
#ifndef SUPERTUX_PARTICLESYSTEM_H
#define SUPERTUX_PARTICLESYSTEM_H
#include <vector>
#include "video/surface.h"
-#include "special/game_object.h"
+#include "game_object.h"
#include "serializable.h"
-
-using namespace SuperTux;
+#include "sector.h"
+#include "math/vector.h"
namespace lisp {
class Lisp;
* layer where it should be drawn and a texture.
* The coordinate system used here is a virtual one. It would be a bad idea to
* populate whole levels with particles. So we're using a virtual rectangle
- * here that is tiled onto the level when drawing. This rectangle has the size
+ * here that is tiled onto the level when drawing. This rect.has the size
* (virtual_width, virtual_height). We're using modulo on the particle
* coordinates, so when a particle leaves left, it'll reenter at the right
* side.
void parse(const lisp::Lisp& lisp);
void write(lisp::Writer& writer);
- virtual void action(float elapsed_time);
+ virtual void update(float elapsed_time);
std::string type() const
{ return "SnowParticleSystem"; }
void parse(const lisp::Lisp& lisp);
void write(lisp::Writer& writer);
- virtual void action(float elapsed_time);
+ virtual void update(float elapsed_time);
std::string type() const
{ return "SnowParticleSystem"; }