public:
ParticleSystem_Interactive();
virtual ~ParticleSystem_Interactive();
-
+
virtual void draw(DrawingContext& context);
protected:
- int layer;
+ int z_pos;
class Particle
{
Vector pos;
Surface* texture;
};
-
+
std::vector<Particle*> particles;
float virtual_width, virtual_height;
int collision(Particle* particle, Vector movement);
std::string type() const
{ return "RainParticleSystem"; }
-
+
private:
class RainParticle : public Particle
{
public:
float speed;
};
-
+
Surface* rainimages[2];
};
std::string type() const
{ return "CometParticleSystem"; }
-
+
private:
class CometParticle : public Particle
{
public:
float speed;
};
-
+
Surface* cometimages[2];
};
#endif
-