Removed some ParticleSystem methods which existed but did nothing since version 0.5.0 or earlier

This commit is contained in:
Alex Szpakowski
2013-08-22 00:30:58 -03:00
parent 1b5912a461
commit 713e050b56
4 changed files with 2 additions and 47 deletions
+1 -12
View File
@@ -44,7 +44,7 @@ love::math::RandomGenerator rng;
Colorf colorToFloat(const Color &c)
{
return Colorf((GLfloat)c.r/255.0f, (GLfloat)c.g/255.0f, (GLfloat)c.b/255.0f, (GLfloat)c.a/255.0f);
return Colorf((float)c.r/255.0f, (float)c.g/255.0f, (float)c.b/255.0f, (float)c.a/255.0f);
}
float calculate_variation(float inner, float outer, float var)
@@ -93,7 +93,6 @@ ParticleSystem::ParticleSystem(Image *image, uint32 size)
, particleLifeMax(0)
, direction(0)
, spread(0)
, relative(false)
, speedMin(0)
, speedMax(0)
, linearAccelerationMin(0, 0)
@@ -475,16 +474,6 @@ float ParticleSystem::getSpread() const
return spread;
}
void ParticleSystem::setRelativeDirection(bool relative)
{
this->relative = relative;
}
bool ParticleSystem::isRelativeDirection() const
{
return relative;
}
void ParticleSystem::setSpeed(float speed)
{
speedMin = speedMax = speed;
+1 -16
View File
@@ -157,7 +157,7 @@ public:
void getParticleLifetime(float *min, float *max) const;
/**
* Sets the position of the center of the emitter and the direction (if set to relative).
* Sets the position of the center of the emitter.
* Used to move the emitter without changing the position of already existing particles.
* @param x The x-coordinate.
* @param y The y-coordinate.
@@ -214,18 +214,6 @@ public:
**/
float getSpread() const;
/**
* Sets whether the direction should be relative to the particle emitter's movement. Used in conjunction with setPosition.
* @param relative Whether to have relative direction.
**/
void setRelativeDirection(bool relative);
/**
* Returns whether the direction is relative to the particle emitter's
* movement.
**/
bool isRelativeDirection() const;
/**
* Sets the speed of the particles.
* @param speed The speed.
@@ -579,9 +567,6 @@ protected:
float direction;
float spread;
// Whether the direction should be relative to the emitter's movement.
bool relative;
// The speed.
float speedMin;
float speedMax;
@@ -237,21 +237,6 @@ int w_ParticleSystem_getSpread(lua_State *L)
return 1;
}
int w_ParticleSystem_setRelativeDirection(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
bool arg1 = (bool)luax_toboolean(L, 2);
t->setRelativeDirection(arg1);
return 0;
}
int w_ParticleSystem_isRelativeDirection(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
luax_pushboolean(L, t->isRelativeDirection());
return 1;
}
int w_ParticleSystem_setSpeed(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
@@ -647,8 +632,6 @@ static const luaL_Reg functions[] =
{ "getDirection", w_ParticleSystem_getDirection },
{ "setSpread", w_ParticleSystem_setSpread },
{ "getSpread", w_ParticleSystem_getSpread },
{ "setRelativeDirection", w_ParticleSystem_setRelativeDirection },
{ "isRelativeDirection", w_ParticleSystem_isRelativeDirection },
{ "setSpeed", w_ParticleSystem_setSpeed },
{ "getSpeed", w_ParticleSystem_getSpeed },
{ "setLinearAcceleration", w_ParticleSystem_setLinearAcceleration },
@@ -54,8 +54,6 @@ int w_ParticleSystem_setDirection(lua_State *L);
int w_ParticleSystem_getDirection(lua_State *L);
int w_ParticleSystem_setSpread(lua_State *L);
int w_ParticleSystem_getSpread(lua_State *L);
int w_ParticleSystem_setRelativeDirection(lua_State *L);
int w_ParticleSystem_isRelativeDirection(lua_State *L);
int w_ParticleSystem_setSpeed(lua_State *L);
int w_ParticleSystem_getSpeed(lua_State *L);
int w_ParticleSystem_setLinearAcceleration(lua_State *L);