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-rw-r--r--src/particle.h84
1 files changed, 42 insertions, 42 deletions
diff --git a/src/particle.h b/src/particle.h
index 6d180ecc..e8b835ba 100644
--- a/src/particle.h
+++ b/src/particle.h
@@ -67,43 +67,37 @@ class Particle : public Sprite
~Particle();
/**
- * Deletes all child particles and emitters
+ * Deletes all child particles and emitters.
*/
void
clear();
/**
* Gives a particle the properties of an engine root particle and loads
- * the particle-related config settings
+ * the particle-related config settings.
*/
void
setupEngine();
/**
* Updates particle position, returns false when the particle should
- * be deleted
+ * be deleted.
*/
virtual bool
update();
/**
- * Draws the particle image
+ * Draws the particle image.
*/
virtual void
- draw(Graphics *graphics, int offsetX, int offsetY) const;
+ draw(Graphics *graphics, int offsetX, int offsetY) const {}
/**
- * Necessary for sorting with the other sprites
+ * Necessary for sorting with the other sprites.
*/
virtual int
getPixelY() const
- {
- return (int)(mPosY + mPosZ) - 64;
- };
-
- /*
- Basic Particle properties:
- */
+ { return (int) (mPosY + mPosZ) - 64; }
/**
* Sets the map the particle is on.
@@ -115,21 +109,23 @@ class Particle : public Sprite
* particleEffectFile.
*/
Particle*
- addEffect(std::string particleEffectFile, int pixelX, int pixelY);
+ addEffect(const std::string &particleEffectFile,
+ int pixelX, int pixelY);
/**
* Creates a standalone text particle.
*/
Particle*
- addTextSplashEffect(std::string text, int colorR, int colorG, int colorB,
+ addTextSplashEffect(const std::string &text,
+ int colorR, int colorG, int colorB,
gcn::Font *font, int x, int y);
/**
* Creates a standalone text particle.
*/
Particle*
- addTextRiseFadeOutEffect(std::string text, gcn::Font *font,
- int x, int y);
+ addTextRiseFadeOutEffect(const std::string &text, gcn::Font *font,
+ int x, int y);
/**
* Adds an emitter to the particle.
@@ -139,14 +135,14 @@ class Particle : public Sprite
{ mChildEmitters.push_back(emitter); }
/**
- * Sets the position in 3 dimensional space in pixels relative to map
+ * Sets the position in 3 dimensional space in pixels relative to map.
*/
void
setPosition(float x, float y, float z)
{ mPosX = x; mPosY = y; mPosZ = z; }
/**
- * Sets the position in 2 dimensional space in pixels relative to map
+ * Sets the position in 2 dimensional space in pixels relative to map.
*/
void
setPosition(float x, float y)
@@ -177,7 +173,7 @@ class Particle : public Sprite
/**
* Sets the age of the pixel in game ticks where the particle has
- * faded in completely
+ * faded in completely.
*/
void
setFadeOut (int fadeOut)
@@ -185,7 +181,7 @@ class Particle : public Sprite
/**
* Sets the remaining particle lifetime where the particle starts to
- * fade out
+ * fade out.
*/
void
setFadeIn (int fadeIn)
@@ -193,32 +189,32 @@ class Particle : public Sprite
/**
* Sets the sprite iterator of the particle on the current map to make
- * it easier to remove the particle from the map when it is destroyed
+ * it easier to remove the particle from the map when it is destroyed.
*/
void
setSpriteIterator(std::list<Sprite*>::iterator spriteIterator)
{ mSpriteIterator = spriteIterator; }
/**
- * Gets the sprite iterator of the particle on the current map
+ * Gets the sprite iterator of the particle on the current map.
*/
std::list<Sprite*>::iterator
getSpriteIterator() const
{ return mSpriteIterator; }
/**
- * Sets the current velocity in 3 dimensional space
+ * Sets the current velocity in 3 dimensional space.
*/
void
- setVector(float x, float y, float z)
- { mVectorX = x; mVectorY = y; mVectorZ = z; }
+ setVelocity(float x, float y, float z)
+ { mVelocityX = x; mVelocityY = y; mVelocityZ = z; }
/**
- * Sets the downward acceleration
+ * Sets the downward acceleration.
*/
void
- setGravity(float g)
- { mGravity = g; }
+ setGravity(float gravity)
+ { mGravity = gravity; }
/**
* Sets the ammount of random vector changes
@@ -244,8 +240,8 @@ class Particle : public Sprite
/**
* Sets the distance in pixel the particle can come near the target
- * particle before it is destroyed. Does only make sense after a
- * target particle has been set using setDestination.
+ * particle before it is destroyed. Does only make sense after a target
+ * particle has been set using setDestination.
*/
void setDieDistance(float dist)
{ mInvDieDistance = 1.0f / dist; }
@@ -254,7 +250,7 @@ class Particle : public Sprite
{ return mAlive; }
/**
- * Manually marks the particle for deletion
+ * Manually marks the particle for deletion.
*/
void kill()
{ mAlive = false; mAutoDelete = true; }
@@ -276,17 +272,21 @@ class Particle : public Sprite
private:
// generic properties
- bool mAutoDelete; /**< May the particle request its deletion by the parent particle?*/
- Map *mMap; /**< Map the particle is on*/
+ bool mAutoDelete; /**< May the particle request its deletion by the parent particle? */
+ Map *mMap; /**< Map the particle is on. */
std::list<Sprite*>::iterator mSpriteIterator; /**< iterator of the particle on the current map */
- Emitters mChildEmitters; /**< List of child emitters*/
- Particles mChildParticles; /**< List of particles controlled by this particle*/
- //dynamic particle
- float mVectorX, mVectorY, mVectorZ; /**< Speed in 3 dimensional space in pixels per game-tick */
- float mGravity; /**< Downward acceleration in pixels per game-tickČ*/
- int mRandomnes; /**< Ammount of random vector change*/
- float mBounce; /**< How much the particle bounces off when hitting the ground*/
- //follow-point particles
+ Emitters mChildEmitters; /**< List of child emitters. */
+ Particles mChildParticles; /**< List of particles controlled by this particle */
+
+ // dynamic particle
+ float mVelocityX; /**< X speed in pixels per game-tick. */
+ float mVelocityY; /**< Y speed in pixels per game-tick. */
+ float mVelocityZ; /**< Z speed in pixels per game-tick. */
+ float mGravity; /**< Downward acceleration in pixels per game-tickČ */
+ int mRandomnes; /**< Ammount of random vector change */
+ float mBounce; /**< How much the particle bounces off when hitting the ground */
+
+ // follow-point particles
Particle *mTarget; /**< The particle that attracts this particle*/
float mAcceleration; /**< Acceleration towards the target particle in pixels per game-tickČ*/
float mInvDieDistance; /**< Distance in pixels from the target particle that causes the destruction of the particle*/