1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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; either version 2
* of the License, or (at your option) any later version.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_PARTPARTICLE_H
#define WINTERMUTE_PARTPARTICLE_H
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/math/rect32.h"
#include "engines/wintermute/math/vector2.h"
namespace Wintermute {
class PartEmitter;
class BaseSprite;
class BasePersistenceManager;
class PartParticle : public BaseClass {
public:
enum TParticleState {
PARTICLE_NORMAL, PARTICLE_FADEIN, PARTICLE_FADEOUT
};
PartParticle(BaseGame *inGame);
virtual ~PartParticle(void);
float _growthRate;
bool _exponentialGrowth;
float _rotation;
float _angVelocity;
int32 _alpha1;
int32 _alpha2;
Rect32 _border;
Vector2 _pos;
float _posZ;
Vector2 _velocity;
float _scale;
BaseSprite *_sprite;
uint32 _creationTime;
int32 _lifeTime;
bool _isDead;
TParticleState _state;
bool update(PartEmitter *emitter, uint32 currentTime, uint32 timerDelta);
bool display(PartEmitter *emitter);
bool setSprite(const Common::String &filename);
bool fadeIn(uint32 currentTime, int fadeTime);
bool fadeOut(uint32 currentTime, int fadeTime);
bool persist(BasePersistenceManager *PersistMgr);
private:
uint32 _fadeStart;
int32 _fadeTime;
int32 _currentAlpha;
int32 _fadeStartAlpha;
};
} // End of namespace Wintermute
#endif
|