Vector ppos = Vector(px, py);
Vector pspeed = Vector(0, 0);
Vector paccel = Vector(0, 0);
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
- // draw bright sparkles when very close to Tux, dark sparkles when slightly further
- (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
- // make every other a longer sparkle to make trail a bit fuzzy
- (size_t(game_time*20)%2) ? "small" : "medium" : "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
+ Sector::current()->add_object(std::make_shared<SpriteParticle>(
+ "images/objects/particles/sparkle.sprite",
+ // draw bright sparkles when very close to Tux, dark sparkles when slightly further
+ (disp_x*disp_x + disp_y*disp_y <= 128*128) ?
+ // make every other a longer sparkle to make trail a bit fuzzy
+ (size_t(game_time*20)%2) ? "small" : "medium" : "dark",
+ ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
}
}
}