void ParticleSystem_Interactive::draw(DrawingContext& context)
{
context.push_transform();
-
+
std::vector<Particle*>::iterator i;
for(i = particles.begin(); i != particles.end(); ++i) {
Particle* particle = *i;
for(std::list<TileMap*>::const_iterator i = Sector::current()->solid_tilemaps.begin(); i != Sector::current()->solid_tilemaps.end(); i++) {
TileMap* solids = *i;
+
for(int x = starttilex; x*32 < max_x; ++x) {
for(int y = starttiley; y*32 < max_y; ++y) {
const Tile* tile = solids->get_tile(x, y);
if(intersects(dest, rect)) {
if(tile->getAttributes() & Tile::WATER)
water = true;
- set_rectangle_rectangle_constraints(&constraints, dest, rect);
+ set_rectangle_rectangle_constraints(&constraints, dest, rect);
}
}
}