Vector paccel = Vector(0, 0);
// draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) {
- // make every other a longer sparkle to make trail a bit fuzzy
- if (size_t(game_time*20)%2) {
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
- } else {
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
- }
+ // make every other a longer sparkle to make trail a bit fuzzy
+ if (size_t(game_time*20)%2) {
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ } else {
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ }
} else {
Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
}