// throw some particles, bigger and more for large icecrusher
for(int j = 0; j < 9; j++)
{
- Sector::current()->add_object(
- new Particles(Vector(get_bbox().p2.x - j*8 - 4, get_bbox().p2.y),
- 0, 90-5*j, Vector(140, -380), Vector(0, 300),
- 1, Color(.6f, .6f, .6f), 5, 1.8f, LAYER_OBJECTS+1));
- Sector::current()->add_object(
- new Particles(Vector(get_bbox().p1.x + j*8 + 4, get_bbox().p2.y),
- 270+5*j, 360, Vector(140, -380), Vector(0, 300),
- 1, Color(.6f, .6f, .6f), 5, 1.8f, LAYER_OBJECTS+1));
+ Sector::current()->add_object(std::make_shared<Particles>(
+ Vector(get_bbox().p2.x - j*8 - 4, get_bbox().p2.y),
+ 0, 90-5*j, 140, 380, Vector(0, 300),
+ 1, Color(.6f, .6f, .6f), 5, 1.8f, LAYER_OBJECTS+1));
+ Sector::current()->add_object(std::make_shared<Particles>(
+ Vector(get_bbox().p1.x + j*8 + 4, get_bbox().p2.y),
+ 270+5*j, 360, 140, 380, Vector(0, 300),
+ 1, Color(.6f, .6f, .6f), 5, 1.8f, LAYER_OBJECTS+1));
}
}
else {
// throw some particles
for(int j = 0; j < 5; j++)
{
- Sector::current()->add_object(
- new Particles(Vector(get_bbox().p2.x - j*8 - 4, get_bbox().p2.y),
- 0, 90+10*j, Vector(140, -260), Vector(0, 300),
- 1, Color(.6f, .6f, .6f), 4, 1.6f, LAYER_OBJECTS+1));
- Sector::current()->add_object(
- new Particles(Vector(get_bbox().p1.x + j*8 + 4, get_bbox().p2.y),
- 270+10*j, 360, Vector(140, -260), Vector(0, 300),
- 1, Color(.6f, .6f, .6f), 4, 1.6f, LAYER_OBJECTS+1));
+ Sector::current()->add_object(std::make_shared<Particles>(
+ Vector(get_bbox().p2.x - j*8 - 4, get_bbox().p2.y),
+ 0, 90+10*j, 140, 260, Vector(0, 300),
+ 1, Color(.6f, .6f, .6f), 4, 1.6f, LAYER_OBJECTS+1));
+ Sector::current()->add_object(std::make_shared<Particles>(
+ Vector(get_bbox().p1.x + j*8 + 4, get_bbox().p2.y),
+ 270+10*j, 360, 140, 260, Vector(0, 300),
+ 1, Color(.6f, .6f, .6f), 4, 1.6f, LAYER_OBJECTS+1));
}
}
set_state(RECOVERING);
{
context.push_target();
context.set_target(DrawingContext::NORMAL);
- sprite->draw(context, get_pos(), layer);
+ sprite->draw(context, get_pos(), layer+2);
if(!(state == CRUSHING) && sprite->has_action("whites"))
{
// draw icecrusher's eyes slightly behind
- lefteye->draw(context, get_pos()+eye_position(false), layer-1);
- righteye->draw(context, get_pos()+eye_position(true), layer-1);
+ lefteye->draw(context, get_pos()+eye_position(false), layer+1);
+ righteye->draw(context, get_pos()+eye_position(true), layer+1);
// draw the whites of icecrusher's eyes even further behind
- whites->draw(context, get_pos(), layer-2);
+ whites->draw(context, get_pos(), layer);
}
context.pop_target();
}