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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name smokeparticle.cpp - The smoke particle. */
//
// (c) Copyright 2007-2008 by Jimmy Salmon and Francois Beerten
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
#include "stratagus.h"
#include "particle.h"
#include "video.h"
CSmokeParticle::CSmokeParticle(CPosition position, Animation *smoke) :
CParticle(position), puff(smoke)
{
Assert(smoke);
}
CSmokeParticle::~CSmokeParticle()
{
delete puff;
}
void CSmokeParticle::draw()
{
CPosition screenPos = ParticleManager.getScreenPos(pos);
puff->draw(static_cast<int>(screenPos.x), static_cast<int>(screenPos.y));
}
void CSmokeParticle::update(int ticks)
{
puff->update(ticks);
if (puff->isFinished()) {
destroy();
return;
}
// smoke rises
const int smokeRisePerSecond = 22;
pos.y -= ticks / 1000.f * smokeRisePerSecond;
}
CParticle* CSmokeParticle::clone()
{
return new CSmokeParticle(pos, puff);
}
//@}
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