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-rw-r--r--src/particle.cpp14
-rw-r--r--src/particle.h41
2 files changed, 26 insertions, 29 deletions
diff --git a/src/particle.cpp b/src/particle.cpp
index b93fe376d..dcd9422a1 100644
--- a/src/particle.cpp
+++ b/src/particle.cpp
@@ -66,20 +66,20 @@ Particle::Particle(Map *const map) :
mFadeIn(0),
mVelocity(),
mAlive(ALIVE),
- mAutoDelete(true),
mChildEmitters(),
mChildParticles(),
- mAllowSizeAdjust(false),
mDeathEffect(),
- mDeathEffectConditions(0x00),
mGravity(0.0f),
- mRandomness(0),
mBounce(0.0f),
- mFollow(false),
- mTarget(nullptr),
mAcceleration(0.0f),
mInvDieDistance(-1.0f),
- mMomentum(1.0f)
+ mMomentum(1.0f),
+ mTarget(nullptr),
+ mRandomness(0),
+ mDeathEffectConditions(0x00),
+ mAutoDelete(true),
+ mAllowSizeAdjust(false),
+ mFollow(false)
{
setMap(map);
Particle::particleCount++;
diff --git a/src/particle.h b/src/particle.h
index 05d22454e..61e231d20 100644
--- a/src/particle.h
+++ b/src/particle.h
@@ -315,44 +315,22 @@ class Particle : public Actor
// Is the particle supposed to be drawn and updated?
AliveStatus mAlive;
private:
- // generic properties
- // May the particle request its deletion by the parent particle?
- bool mAutoDelete;
-
// List of child emitters.
Emitters mChildEmitters;
// List of particles controlled by this particle
Particles mChildParticles;
- // Can the effect size be adjusted by the object props in the map file?
- bool mAllowSizeAdjust;
-
// Particle effect file to be spawned when the particle dies
std::string mDeathEffect;
- // Bitfield of death conditions which trigger spawning
- // of the death particle
- signed char mDeathEffectConditions;
-
// dynamic particle
// Downward acceleration in pixels per game-tick.
float mGravity;
- // Ammount of random vector change
- int mRandomness;
-
// How much the particle bounces off when hitting the ground
float mBounce;
- // is this particle moved when its parent particle moves?
- bool mFollow;
-
- // follow-point particles
-
- // The particle that attracts this particle
- Particle *mTarget;
-
// Acceleration towards the target particle in pixels per game-tick
float mAcceleration;
@@ -362,6 +340,25 @@ class Particle : public Actor
// How much speed the particle retains after each game tick
float mMomentum;
+
+ // The particle that attracts this particle
+ Particle *mTarget;
+
+ // Ammount of random vector change
+ int mRandomness;
+
+ // Bitfield of death conditions which trigger spawning
+ // of the death particle
+ signed char mDeathEffectConditions;
+
+ // May the particle request its deletion by the parent particle?
+ bool mAutoDelete;
+
+ // Can the effect size be adjusted by the object props in the map file?
+ bool mAllowSizeAdjust;
+
+ // is this particle moved when its parent particle moves?
+ bool mFollow;
};
extern Particle *particleEngine;