class Upgrade;
class Bullet;
class SmokeCloud;
+class Particles;
class BadGuy;
class Tile;
/// activates this sector (change music, intialize player class, ...)
void activate(const std::string& spawnpoint = "main");
+ /// get best spawn point
+ Vector get_best_spawn_point(Vector pos);
void action(float elapsed_time);
void update_game_objects();
void add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind);
bool add_bullet(const Vector& pos, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
+ bool add_particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color, int size, int life_time);
/** Try to grab the coin at the given coordinates */
void trygrabdistro(const Vector& pos, int bounciness);
std::vector<Upgrade*> upgrades;
std::vector<Bullet*> bullets;
std::vector<SmokeCloud*> smoke_clouds;
+ std::vector<Particles*> particles;
public: // ugly
typedef std::vector<InteractiveObject*> InteractiveObjects;