/* Copyright (C) 1998 Pyrosoft Inc. (www.pyrosoftgames.com), Matthew Bogue 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef __SmolderParticleSystem2D_hpp__ #define __SmolderParticleSystem2D_hpp__ #include "ParticleSystem2D.hpp" #include "PuffParticle2D.hpp" class SmolderParticleSystem2D : public ParticleSystem2D { public: SmolderParticleSystem2D( const fXYZ &pos, const iRect &emitBounds, float lifetime, float waitMin, float waitMax, PUFF_TYPE particleType); protected: iRect bounds; // The generation area of the particles. float waitMax; // The maximum wait for a new particle spawn. float waitMin; // The minimum wait for a new particle spawn. int waitDiff; // The difference in the wait max and min in integer (for rand()). float waitTime; // The time we have been waiting for a new spawn. PUFF_TYPE particleType; // Which type of particle for the smolder? virtual void sim(); //virtual void draw(const Surface &dest, SpriteSorter &sorter); } ; // end SmolderParticleSystem2D #endif // __SmolderParticleSystem2D_hpp__