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authorBertram <bertram@cegetel.net>2009-09-17 02:14:12 +0200
committerBertram <bertram@cegetel.net>2009-09-17 02:14:12 +0200
commitfde41392cde408af9ea269e00336e503294dfdd2 (patch)
treefbdda716c1d441b7d85e686e054e3346396a144d /src/particle.h
parent78134dc88b0b39b0d051392fa937418bcd384404 (diff)
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Partially (but mainly) resolved Mantis #753 by making monsters, NPC, and Floor Items visible even covered.
Next Step would be to add a caching system for multi-layered sprites + copy functions for SDL and OpenGL. Then, I'll be able to finish this, by making also players visible when covered... But Kage asked me (each and every hour) to do something else first ;)
Diffstat (limited to 'src/particle.h')
-rw-r--r--src/particle.h10
1 files changed, 10 insertions, 0 deletions
diff --git a/src/particle.h b/src/particle.h
index 4f92b5cd..c3e7692c 100644
--- a/src/particle.h
+++ b/src/particle.h
@@ -171,6 +171,12 @@ class Particle : public Sprite
{ mAlpha = alpha; }
/**
+ * Returns the current alpha opacity of the particle.
+ */
+ virtual float getAlpha() const
+ { return mAlpha; }
+
+ /**
* 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.
*/
@@ -258,6 +264,10 @@ class Particle : public Sprite
void disableAutoDelete()
{ mAutoDelete = false; }
+ /** We consider particles (at least for now) to be one layer-sprites */
+ virtual int getNumberOfLayers() const
+ { return 1; }
+
protected:
bool mAlive; /**< Is the particle supposed to be drawn and updated?*/
Vector mPos; /**< Position in pixels relative to map. */