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author | Thorbjørn Lindeijer <bjorn@lindeijer.nl> | 2024-03-06 21:12:22 +0100 |
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committer | Thorbjørn Lindeijer <bjorn@lindeijer.nl> | 2024-03-07 10:43:54 +0100 |
commit | c74680473e702bacc009897a258387445d6f3eb5 (patch) | |
tree | 800cfb1f83f0c69ae8fcd0096949e660152a80b8 /src/particleemitter.cpp | |
parent | f9a522c72db959b5d63061ed255735d0230fc7de (diff) | |
download | mana-c74680473e702bacc009897a258387445d6f3eb5.tar.gz mana-c74680473e702bacc009897a258387445d6f3eb5.tar.bz2 mana-c74680473e702bacc009897a258387445d6f3eb5.tar.xz mana-c74680473e702bacc009897a258387445d6f3eb5.zip |
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.cpp | 6 |
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 { |