de228208443a67a8e0d7514900f1757d7383da36
[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
32 ParticleSystem::ParticleSystem()
33 {
34     virtual_width = SCREEN_WIDTH;
35     virtual_height = SCREEN_HEIGHT;
36     layer = LAYER_BACKGROUND1;
37 }
38
39 ParticleSystem::~ParticleSystem()
40 {
41     std::vector<Particle*>::iterator i;
42     for(i = particles.begin(); i != particles.end(); ++i) {
43         delete *i;
44     }
45 }
46
47 void ParticleSystem::draw(DrawingContext& context)
48 {
49   float scrollx = context.get_translation().x;
50   float scrolly = context.get_translation().y;
51
52   context.push_transform();
53   context.set_translation(Vector(0,0));
54   
55     std::vector<Particle*>::iterator i;
56     for(i = particles.begin(); i != particles.end(); ++i) {
57         Particle* particle = *i;
58
59         // remap x,y coordinates onto screencoordinates
60         Vector pos;
61         pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
62         if(pos.x < 0) pos.x += virtual_width;
63         pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
64         if(pos.y < 0) pos.y += virtual_height;
65
66         if(pos.x > SCREEN_WIDTH) pos.x -= virtual_width;
67         if(pos.y > SCREEN_HEIGHT) pos.y -= virtual_height;
68         context.draw_surface(particle->texture, pos, layer);
69     }
70
71     context.pop_transform();
72 }
73
74 SnowParticleSystem::SnowParticleSystem()
75 {
76     snowimages[0] = new Surface("images/objects/particles/snow0.png");
77     snowimages[1] = new Surface("images/objects/particles/snow1.png");
78     snowimages[2] = new Surface("images/objects/particles/snow2.png");
79
80     virtual_width = SCREEN_WIDTH * 2;
81
82     // create some random snowflakes
83     size_t snowflakecount = size_t(virtual_width/10.0);
84     for(size_t i=0; i<snowflakecount; ++i) {
85         SnowParticle* particle = new SnowParticle;
86         particle->pos.x = fmodf(rand(), virtual_width);
87         particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
88         int snowsize = rand() % 3;
89         particle->texture = snowimages[snowsize];
90         do {
91             particle->speed = snowsize*.2 + (float(rand()%10)*.4);
92         } while(particle->speed < 1);
93         particle->speed *= 10; // gravity
94
95         particles.push_back(particle);
96     }
97 }
98
99 void
100 SnowParticleSystem::parse(const lisp::Lisp& reader)
101 {
102   reader.get("layer", layer);
103 }
104
105 void
106 SnowParticleSystem::write(lisp::Writer& writer)
107 {
108   writer.start_list("particles-snow");
109   writer.write_int("layer", layer);
110   writer.end_list("particles-snow");
111 }
112
113 SnowParticleSystem::~SnowParticleSystem()
114 {
115   for(int i=0;i<3;++i)
116     delete snowimages[i];
117 }
118
119 void SnowParticleSystem::update(float elapsed_time)
120 {
121     std::vector<Particle*>::iterator i;
122     for(i = particles.begin(); i != particles.end(); ++i) {
123         SnowParticle* particle = (SnowParticle*) *i;
124         particle->pos.y += particle->speed * elapsed_time;
125         if(particle->pos.y > SCREEN_HEIGHT) {
126             particle->pos.y = fmodf(particle->pos.y , virtual_height);
127             particle->pos.x = rand() % int(virtual_width);
128         }
129     }
130 }
131
132 //FIXME: Sometimes both ghosts have the same image
133 //       Ghosts don't change their movement pattern - not random
134 GhostParticleSystem::GhostParticleSystem()
135 {
136     ghosts[0] = new Surface("images/objects/particles/ghost0.png");
137     ghosts[1] = new Surface("images/objects/particles/ghost1.png");
138
139     virtual_width = SCREEN_WIDTH * 2;
140
141     // create two ghosts
142     size_t ghostcount = 2;
143     for(size_t i=0; i<ghostcount; ++i) {
144         GhostParticle* particle = new GhostParticle;
145         particle->pos.x = fmodf(rand(), virtual_width);
146         particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
147         int size = rand() % 2;
148         particle->texture = ghosts[size];
149         do {
150             particle->speed = size*.2 + (float(rand()%10)*.4);
151         } while(particle->speed < 1);
152         particle->speed *= 50;
153         particles.push_back(particle);
154     }
155 }
156
157 void
158 GhostParticleSystem::parse(const lisp::Lisp& reader)
159 {
160   reader.get("layer", layer);
161 }
162
163 void
164 GhostParticleSystem::write(lisp::Writer& writer)
165 {
166   writer.start_list("particles-ghosts");
167   writer.write_int("layer", layer);
168   writer.end_list("particles-ghosts");
169 }
170
171 GhostParticleSystem::~GhostParticleSystem()
172 {
173   for(int i=0;i<2;++i)
174     delete ghosts[i];
175 }
176
177 void GhostParticleSystem::update(float elapsed_time)
178 {
179     std::vector<Particle*>::iterator i;
180     for(i = particles.begin(); i != particles.end(); ++i) {
181         GhostParticle* particle = (GhostParticle*) *i;
182         particle->pos.y -= particle->speed * elapsed_time;
183         particle->pos.x -= particle->speed * elapsed_time;
184         if(particle->pos.y > SCREEN_HEIGHT) {
185             particle->pos.y = fmodf(particle->pos.y , virtual_height);
186             particle->pos.x = rand() % int(virtual_width);
187         }
188     }
189 }
190
191 CloudParticleSystem::CloudParticleSystem()
192 {
193     cloudimage = new Surface("images/objects/particles/cloud.png");
194
195     virtual_width = 2000.0;
196
197     // create some random clouds
198     for(size_t i=0; i<15; ++i) {
199         CloudParticle* particle = new CloudParticle;
200         particle->pos.x = rand() % int(virtual_width);
201         particle->pos.y = rand() % int(virtual_height);
202         particle->texture = cloudimage;
203         particle->speed = -float(25 + rand() % 30);
204
205         particles.push_back(particle);
206     }
207 }
208
209 void
210 CloudParticleSystem::parse(const lisp::Lisp& reader)
211 {
212   reader.get("layer", layer);
213 }
214
215 void
216 CloudParticleSystem::write(lisp::Writer& writer)
217 {
218   writer.start_list("particles-clouds");
219   writer.write_int("layer", layer);
220   writer.end_list("particles-clouds");
221 }
222
223 CloudParticleSystem::~CloudParticleSystem()
224 {
225   delete cloudimage;
226 }
227
228 void CloudParticleSystem::update(float elapsed_time)
229 {
230     std::vector<Particle*>::iterator i;
231     for(i = particles.begin(); i != particles.end(); ++i) {
232         CloudParticle* particle = (CloudParticle*) *i;
233         particle->pos.x += particle->speed * elapsed_time;
234     }
235 }