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authorThorbjørn Lindeijer <bjorn@lindeijer.nl>2024-03-06 21:12:22 +0100
committerThorbjørn Lindeijer <bjorn@lindeijer.nl>2024-03-07 10:43:54 +0100
commitc74680473e702bacc009897a258387445d6f3eb5 (patch)
tree800cfb1f83f0c69ae8fcd0096949e660152a80b8 /src/particleemitter.cpp
parentf9a522c72db959b5d63061ed255735d0230fc7de (diff)
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Use the native TMX tile animation format
Rewrote the tile animation loading code based on XML tags, replacing the code that loaded tile animations from tile properties. Also made a number of code simplifications and optimizations: * Replaced a number of pointer members with value members. * Pass around Animation and TileAnimation by value, using std::move to avoid allocating copies. * push -> emplace * push_front -> emplace_front * push_back -> emplace_back * Use range-based for loops * Use std::vector instead of std::list for storing affected tiles (less fragmentation) * Avoid string copies and allocations while parsing CSV layer data. * Replaced xmlNodeGetContent with directly accessing 'content'.
Diffstat (limited to 'src/particleemitter.cpp')
-rw-r--r--src/particleemitter.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/particleemitter.cpp b/src/particleemitter.cpp
index 81258d80..196a43d2 100644
--- a/src/particleemitter.cpp
+++ b/src/particleemitter.cpp
@@ -464,13 +464,11 @@ std::list<Particle *> ParticleEmitter::createParticles(int tick)
}
else if (mParticleRotation.getLength() > 0)
{
- auto *newAnimation = new Animation(mParticleRotation);
- newParticle = new RotationalParticle(mMap, newAnimation);
+ newParticle = new RotationalParticle(mMap, mParticleRotation);
}
else if (mParticleAnimation.getLength() > 0)
{
- auto *newAnimation = new Animation(mParticleAnimation);
- newParticle = new AnimationParticle(mMap, newAnimation);
+ newParticle = new AnimationParticle(mMap, mParticleAnimation);
}
else
{