From 2237dafae013852906fe1e15ae82eb38e555dec7 Mon Sep 17 00:00:00 2001 From: Marek Moeckel Date: Wed, 18 May 2005 16:35:14 +0000 Subject: [PATCH] renamed particlesystem_absolute to _interactive SVN-Revision: 2516 --- ...tem_absolute.cpp => particlesystem_interactive.cpp} | 10 +++++----- ...esystem_absolute.h => particlesystem_interactive.h} | 18 +++++++++--------- src/sector.cpp | 2 +- 3 files changed, 15 insertions(+), 15 deletions(-) rename src/object/{particlesystem_absolute.cpp => particlesystem_interactive.cpp} (96%) rename src/object/{particlesystem_absolute.h => particlesystem_interactive.h} (83%) diff --git a/src/object/particlesystem_absolute.cpp b/src/object/particlesystem_interactive.cpp similarity index 96% rename from src/object/particlesystem_absolute.cpp rename to src/object/particlesystem_interactive.cpp index e330820f3..5fd611d0a 100644 --- a/src/object/particlesystem_absolute.cpp +++ b/src/object/particlesystem_interactive.cpp @@ -21,7 +21,7 @@ #include #include -#include "particlesystem_absolute.h" +#include "particlesystem_interactive.h" #include "video/drawing_context.h" #include "lisp/parser.h" #include "lisp/lisp.h" @@ -40,14 +40,14 @@ //TODO: Dynamically create splashes at collision spots // Find a way to make rain collide with objects like bonus blocks // Add an option to set rain strength -ParticleSystem_Absolute::ParticleSystem_Absolute() +ParticleSystem_Interactive::ParticleSystem_Interactive() { virtual_width = SCREEN_WIDTH; virtual_height = SCREEN_HEIGHT; layer = LAYER_TILES; } -ParticleSystem_Absolute::~ParticleSystem_Absolute() +ParticleSystem_Interactive::~ParticleSystem_Interactive() { std::vector::iterator i; for(i = particles.begin(); i != particles.end(); ++i) { @@ -55,7 +55,7 @@ ParticleSystem_Absolute::~ParticleSystem_Absolute() } } -void ParticleSystem_Absolute::draw(DrawingContext& context) +void ParticleSystem_Interactive::draw(DrawingContext& context) { context.push_transform(); @@ -69,7 +69,7 @@ void ParticleSystem_Absolute::draw(DrawingContext& context) } bool -ParticleSystem_Absolute::collision(Particle* object, Vector movement) +ParticleSystem_Interactive::collision(Particle* object, Vector movement) { TileMap* solids = Sector::current()->solids; // calculate rectangle where the object will move diff --git a/src/object/particlesystem_absolute.h b/src/object/particlesystem_interactive.h similarity index 83% rename from src/object/particlesystem_absolute.h rename to src/object/particlesystem_interactive.h index d7ce95698..c214fa32e 100644 --- a/src/object/particlesystem_absolute.h +++ b/src/object/particlesystem_interactive.h @@ -1,4 +1,4 @@ -// $Id: ParticleSystem_Absolute.h 2462 2005-05-10 15:38:16Z wansti $ +// $Id: ParticleSystem_Interactive.h 2462 2005-05-10 15:38:16Z wansti $ // // SuperTux // Copyright (C) 2004 Matthias Braun @@ -16,8 +16,8 @@ // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. -#ifndef SUPERTUX_PARTICLESYSTEM_ABSOLUTE_H -#define SUPERTUX_PARTICLESYSTEM_ABSOLUTE_H +#ifndef SUPERTUX_PARTICLESYSTEM_INTERACTIVE_H +#define SUPERTUX_PARTICLESYSTEM_INTERACTIVE_H #include @@ -38,17 +38,17 @@ class DisplayManager; * set of particles with each having an x- and y-coordinate the number of the * layer where it should be drawn and a texture. * This version of the particle system class doesn't use virtual screen coordinates, - * but absolute ones. Particle systems which need absolute levels coordinates, such + * but Interactive ones. Particle systems which need Interactive levels coordinates, such * as rain, should be implemented here. * Classes that implement a particle system should subclass from this class, * initialize particles in the constructor and move them in the simulate * function. */ -class ParticleSystem_Absolute : public GameObject +class ParticleSystem_Interactive : public GameObject { public: - ParticleSystem_Absolute(); - virtual ~ParticleSystem_Absolute(); + ParticleSystem_Interactive(); + virtual ~ParticleSystem_Interactive(); virtual void draw(DrawingContext& context); @@ -70,7 +70,7 @@ protected: bool collision(Particle* particle, Vector movement); }; -class RainParticleSystem : public ParticleSystem_Absolute, public Serializable +class RainParticleSystem : public ParticleSystem_Interactive, public Serializable { public: RainParticleSystem(); @@ -94,7 +94,7 @@ private: Surface* rainimages[2]; }; -class CometParticleSystem : public ParticleSystem_Absolute, public Serializable +class CometParticleSystem : public ParticleSystem_Interactive, public Serializable { public: CometParticleSystem(); diff --git a/src/sector.cpp b/src/sector.cpp index b040e1772..058f045e5 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -32,7 +32,7 @@ #include "object/camera.h" #include "object/background.h" #include "object/particlesystem.h" -#include "object/particlesystem_absolute.h" +#include "object/particlesystem_interactive.h" #include "object/tilemap.h" #include "lisp/parser.h" #include "lisp/lisp.h" -- 2.11.0