more work on rain particle system
SVN-Revision: 2470
(spawnpoint "cave05")
)
(spawnpoint (name "from_cave05") (x 4736) (y 1824))
- (ambient_sound (x 608) (y 160) (distance_factor "0.1") (distance_bias "20.0") (sample "rain"))
+ (ambient_sound (x 704) (y 0) (distance_factor 0.200000) (distance_bias 800.000000) (sample "rain"))
+ (zeekling (x 1641) (y 667))
+ (zeekling (x 2690) (y 800))
+ (ambient_sound (x 1696) (y 0) (distance_factor 0.200000) (distance_bias 800.000000) (sample "rain"))
+ (ambient_sound (x 2592) (y 0) (distance_factor 0.200000) (distance_bias 800.000000) (sample "rain"))
)
(sector
(name "bonuscaves")
#include "math/aatriangle.h"
#include "collision.h"
#include "collision_hit.h"
+#include "object/camera.h"
ParticleSystem::ParticleSystem()
particle->pos.y += movement;
particle->pos.x -= movement;
if ((particle->pos.y > SCREEN_HEIGHT) || (collision(particle, Vector(-movement, movement)))) {
- particle->pos.y = 0;
+ particle->pos.y = Sector::current()->camera->get_translation().y;
particle->pos.x = rand() % int(virtual_width);
}
}