class ParticleSystem : public GameObject
{
public:
- ParticleSystem();
+ ParticleSystem(float max_particle_size = 60);
virtual ~ParticleSystem();
virtual void draw(DrawingContext& context);
protected:
- int layer;
+ float max_particle_size;
+ int z_pos;
class Particle
{
{
public:
float speed;
+ float wobble;
+ float anchorx;
+ float drift_speed;
};
Surface* snowimages[3];