public:
ParticleSystem(float max_particle_size = 60);
virtual ~ParticleSystem();
-
+
virtual void draw(DrawingContext& context);
protected:
Vector pos;
Surface* texture;
};
-
+
std::vector<Particle*> particles;
float virtual_width, virtual_height;
};
std::string type() const
{ return "SnowParticleSystem"; }
-
+
private:
class SnowParticle : public Particle
{
float anchorx;
float drift_speed;
};
-
+
Surface* snowimages[3];
};
std::string type() const
{ return "GhostParticleSystem"; }
-
+
private:
class GhostParticle : public Particle
{
public:
float speed;
};
-
+
Surface* ghosts[2];
};
virtual void update(float elapsed_time);
std::string type() const
- { return "CloudParticleSystem"; }
-
+ { return "CloudParticleSystem"; }
+
private:
class CloudParticle : public Particle
{
public:
float speed;
};
-
+
Surface* cloudimage;
};
#endif
-