class ParticleSystem : public GameObject
{
public:
- ParticleSystem();
+ ParticleSystem(float max_particle_size = 60);
virtual ~ParticleSystem();
-
+
virtual void draw(DrawingContext& context);
protected:
- enum {MAX_PARTICLE_SIZE = 64};
+ float max_particle_size;
int z_pos;
class Particle
Vector pos;
Surface* texture;
};
-
+
std::vector<Particle*> particles;
float virtual_width, virtual_height;
};
std::string type() const
{ return "SnowParticleSystem"; }
-
+
private:
class SnowParticle : public Particle
{
public:
float speed;
- float wobble;
- float anchorx;
- float anchordrift;
+ float wobble;
+ 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
-