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author | Thorbjørn Lindeijer <bjorn@lindeijer.nl> | 2024-03-12 13:24:16 +0100 |
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committer | Thorbjørn Lindeijer <bjorn@lindeijer.nl> | 2024-03-12 21:23:10 +0100 |
commit | 306ad2effe4d0897453e61ad787e01dc47c33076 (patch) | |
tree | 75b8b291af55e80d01d9eb85afd7d465233a1a57 /src/particle.h | |
parent | 66599a9896e0cf69b58c0a73152aba4750d87af2 (diff) | |
download | mana-306ad2effe4d0897453e61ad787e01dc47c33076.tar.gz mana-306ad2effe4d0897453e61ad787e01dc47c33076.tar.bz2 mana-306ad2effe4d0897453e61ad787e01dc47c33076.tar.xz mana-306ad2effe4d0897453e61ad787e01dc47c33076.zip |
General code cleanups
* Use default member initializers
* Use range-based for loops
* Avoid needless pointer references for ShopItem::mDuplicates
* Removed type aliases that are only used once or twice
* Removed more unused includes
* Removed some unused functions
* Removed superfluous .c_str()
* Rely on default copy and assignment operators for Vector class
* Use std::unique_ptr in some places
* Removed duplicated mPlayerMoney updating in SellDialog
* Removed duplicated Game::handleInput call
* Removed unused SDLInput::mMouseInWindow
* Removed remnant of manual widget positioning in HelpWindow
* Removed superfluous initialization of static pointers
Diffstat (limited to 'src/particle.h')
-rw-r--r-- | src/particle.h | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/src/particle.h b/src/particle.h index 68b1efd9..eece1f85 100644 --- a/src/particle.h +++ b/src/particle.h @@ -262,38 +262,38 @@ class Particle : public Actor protected: /** Opacity of the graphical representation of the particle */ - float mAlpha; + float mAlpha = 1.0f; /** Calculates the current alpha transparency taking current fade status into account*/ float getCurrentAlpha() const; - int mLifetimeLeft; /**< Lifetime left in game ticks*/ - int mLifetimePast; /**< Age of the particle in game ticks*/ - int mFadeOut; /**< Lifetime in game ticks left where fading out begins*/ - int mFadeIn; /**< Age in game ticks where fading in is finished*/ - Vector mVelocity; /**< Speed in pixels per game-tick. */ + int mLifetimeLeft = -1; /**< Lifetime left in game ticks*/ + int mLifetimePast = 0; /**< Age of the particle in game ticks*/ + int mFadeOut = 0; /**< Lifetime in game ticks left where fading out begins*/ + int mFadeIn = 0; /**< Age in game ticks where fading in is finished*/ + Vector mVelocity; /**< Speed in pixels per game-tick. */ private: - AliveStatus mAlive; /**< Is the particle supposed to be drawn and updated?*/ + AliveStatus mAlive = ALIVE; /**< Is the particle supposed to be drawn and updated?*/ // generic properties - bool mAutoDelete; /**< May the particle request its deletion by the parent particle? */ - Emitters mChildEmitters; /**< List of child emitters. */ - Particles mChildParticles; /**< List of particles controlled by this particle */ - bool mAllowSizeAdjust; /**< Can the effect size be adjusted by the object props in the map file? */ - std::string mDeathEffect; /**< Particle effect file to be spawned when the particle dies */ - char mDeathEffectConditions;/**< Bitfield of death conditions which trigger spawning of the death particle */ + bool mAutoDelete = true; /**< May the particle request its deletion by the parent particle? */ + Emitters mChildEmitters; /**< List of child emitters. */ + Particles mChildParticles; /**< List of particles controlled by this particle */ + bool mAllowSizeAdjust = false; /**< Can the effect size be adjusted by the object props in the map file? */ + std::string mDeathEffect; /**< Particle effect file to be spawned when the particle dies */ + char mDeathEffectConditions = 0;/**< Bitfield of death conditions which trigger spawning of the death particle */ // dynamic particle - float mGravity; /**< Downward acceleration in pixels per game-tick. */ - int mRandomness; /**< Ammount of random vector change */ - float mBounce; /**< How much the particle bounces off when hitting the ground */ - bool mFollow; /**< is this particle moved when its parent particle moves? */ + float mGravity = 0.0f; /**< Downward acceleration in pixels per game-tick. */ + int mRandomness = 0; /**< Ammount of random vector change */ + float mBounce = 0.0f; /**< How much the particle bounces off when hitting the ground */ + bool mFollow = false; /**< is this particle moved when its parent particle moves? */ // follow-point particles - Particle *mTarget; /**< The particle that attracts this particle*/ - float mAcceleration; /**< Acceleration towards the target particle in pixels per game-tick*/ - float mInvDieDistance; /**< Distance in pixels from the target particle that causes the destruction of the particle*/ - float mMomentum; /**< How much speed the particle retains after each game tick*/ + Particle *mTarget = nullptr; /**< The particle that attracts this particle*/ + float mAcceleration = 0.0f; /**< Acceleration towards the target particle in pixels per game-tick*/ + float mInvDieDistance = -1.0f; /**< Distance in pixels from the target particle that causes the destruction of the particle*/ + float mMomentum = 1.0f; /**< How much speed the particle retains after each game tick*/ }; extern Particle *particleEngine; |