* Updated the Czech translation to reflect the new year
[supertux.git] / src / object / particlesystem.cpp
1 //  $Id$
2 // 
3 //  SuperTux
4 //  Copyright (C) 2004 Matthias Braun <matze@braunis.de>
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 // 
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19 #include <config.h>
20
21 #include <iostream>
22 #include <cmath>
23
24 #include "particlesystem.hpp"
25 #include "video/drawing_context.hpp"
26 #include "lisp/parser.hpp"
27 #include "lisp/lisp.hpp"
28 #include "lisp/writer.hpp"
29 #include "resources.hpp"
30 #include "main.hpp"
31 #include "object/camera.hpp"
32
33 ParticleSystem::ParticleSystem()
34 {
35     virtual_width = SCREEN_WIDTH;
36     virtual_height = SCREEN_HEIGHT;
37     layer = LAYER_BACKGROUND1;
38 }
39
40 ParticleSystem::~ParticleSystem()
41 {
42     std::vector<Particle*>::iterator i;
43     for(i = particles.begin(); i != particles.end(); ++i) {
44         delete *i;
45     }
46 }
47
48 void ParticleSystem::draw(DrawingContext& context)
49 {
50   float scrollx = context.get_translation().x;
51   float scrolly = context.get_translation().y;
52
53   context.push_transform();
54   context.set_translation(Vector(0,0));
55   
56     std::vector<Particle*>::iterator i;
57     for(i = particles.begin(); i != particles.end(); ++i) {
58         Particle* particle = *i;
59
60         // remap x,y coordinates onto screencoordinates
61         Vector pos;
62         pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
63         if(pos.x < 0) pos.x += virtual_width;
64         pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
65         if(pos.y < 0) pos.y += virtual_height;
66
67         if(pos.x > SCREEN_WIDTH) pos.x -= virtual_width;
68         if(pos.y > SCREEN_HEIGHT) pos.y -= virtual_height;
69         context.draw_surface(particle->texture, pos, layer);
70     }
71
72     context.pop_transform();
73 }
74
75 SnowParticleSystem::SnowParticleSystem()
76 {
77     snowimages[0] = new Surface("images/objects/particles/snow0.png");
78     snowimages[1] = new Surface("images/objects/particles/snow1.png");
79     snowimages[2] = new Surface("images/objects/particles/snow2.png");
80
81     virtual_width = SCREEN_WIDTH * 2;
82
83     // create some random snowflakes
84     size_t snowflakecount = size_t(virtual_width/10.0);
85     for(size_t i=0; i<snowflakecount; ++i) {
86         SnowParticle* particle = new SnowParticle;
87         particle->pos.x = fmodf(rand(), virtual_width);
88         particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
89         int snowsize = rand() % 3;
90         particle->texture = snowimages[snowsize];
91         do {
92             particle->speed = snowsize*.2 + (float(rand()%10)*.4);
93         } while(particle->speed < 1);
94         particle->speed *= 10; // gravity
95
96         particles.push_back(particle);
97     }
98 }
99
100 void
101 SnowParticleSystem::parse(const lisp::Lisp& reader)
102 {
103   reader.get("layer", layer);
104 }
105
106 void
107 SnowParticleSystem::write(lisp::Writer& writer)
108 {
109   writer.start_list("particles-snow");
110   writer.write_int("layer", layer);
111   writer.end_list("particles-snow");
112 }
113
114 SnowParticleSystem::~SnowParticleSystem()
115 {
116   for(int i=0;i<3;++i)
117     delete snowimages[i];
118 }
119
120 void SnowParticleSystem::update(float elapsed_time)
121 {
122     std::vector<Particle*>::iterator i;
123     for(i = particles.begin(); i != particles.end(); ++i) {
124         SnowParticle* particle = (SnowParticle*) *i;
125         particle->pos.y += particle->speed * elapsed_time;
126         if(particle->pos.y > SCREEN_HEIGHT + Sector::current()->camera->get_translation().y) {
127             particle->pos.y = fmodf(particle->pos.y , virtual_height);
128             particle->pos.x = rand() % int(virtual_width);
129         }
130     }
131 }
132
133 //FIXME: Sometimes both ghosts have the same image
134 //       Ghosts don't change their movement pattern - not random
135 GhostParticleSystem::GhostParticleSystem()
136 {
137     ghosts[0] = new Surface("images/objects/particles/ghost0.png");
138     ghosts[1] = new Surface("images/objects/particles/ghost1.png");
139
140     virtual_width = SCREEN_WIDTH * 2;
141
142     // create two ghosts
143     size_t ghostcount = 2;
144     for(size_t i=0; i<ghostcount; ++i) {
145         GhostParticle* particle = new GhostParticle;
146         particle->pos.x = fmodf(rand(), virtual_width);
147         particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
148         int size = rand() % 2;
149         particle->texture = ghosts[size];
150         do {
151             particle->speed = size*.2 + (float(rand()%10)*.4);
152         } while(particle->speed < 1);
153         particle->speed *= 50;
154         particles.push_back(particle);
155     }
156 }
157
158 void
159 GhostParticleSystem::parse(const lisp::Lisp& reader)
160 {
161   reader.get("layer", layer);
162 }
163
164 void
165 GhostParticleSystem::write(lisp::Writer& writer)
166 {
167   writer.start_list("particles-ghosts");
168   writer.write_int("layer", layer);
169   writer.end_list("particles-ghosts");
170 }
171
172 GhostParticleSystem::~GhostParticleSystem()
173 {
174   for(int i=0;i<2;++i)
175     delete ghosts[i];
176 }
177
178 void GhostParticleSystem::update(float elapsed_time)
179 {
180     std::vector<Particle*>::iterator i;
181     for(i = particles.begin(); i != particles.end(); ++i) {
182         GhostParticle* particle = (GhostParticle*) *i;
183         particle->pos.y -= particle->speed * elapsed_time;
184         particle->pos.x -= particle->speed * elapsed_time;
185         if(particle->pos.y > SCREEN_HEIGHT) {
186             particle->pos.y = fmodf(particle->pos.y , virtual_height);
187             particle->pos.x = rand() % int(virtual_width);
188         }
189     }
190 }
191
192 CloudParticleSystem::CloudParticleSystem()
193 {
194     cloudimage = new Surface("images/objects/particles/cloud.png");
195
196     virtual_width = 2000.0;
197
198     // create some random clouds
199     for(size_t i=0; i<15; ++i) {
200         CloudParticle* particle = new CloudParticle;
201         particle->pos.x = rand() % int(virtual_width);
202         particle->pos.y = rand() % int(virtual_height);
203         particle->texture = cloudimage;
204         particle->speed = -float(25 + rand() % 30);
205
206         particles.push_back(particle);
207     }
208 }
209
210 void
211 CloudParticleSystem::parse(const lisp::Lisp& reader)
212 {
213   reader.get("layer", layer);
214 }
215
216 void
217 CloudParticleSystem::write(lisp::Writer& writer)
218 {
219   writer.start_list("particles-clouds");
220   writer.write_int("layer", layer);
221   writer.end_list("particles-clouds");
222 }
223
224 CloudParticleSystem::~CloudParticleSystem()
225 {
226   delete cloudimage;
227 }
228
229 void CloudParticleSystem::update(float elapsed_time)
230 {
231     std::vector<Particle*>::iterator i;
232     for(i = particles.begin(); i != particles.end(); ++i) {
233         CloudParticle* particle = (CloudParticle*) *i;
234         particle->pos.x += particle->speed * elapsed_time;
235     }
236 }