2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "object/particlesystem_interactive.hpp"
19 #include "math/aatriangle.hpp"
20 #include "math/random_generator.hpp"
21 #include "object/camera.hpp"
22 #include "object/rainsplash.hpp"
23 #include "object/tilemap.hpp"
24 #include "supertux/collision.hpp"
25 #include "supertux/globals.hpp"
26 #include "supertux/tile.hpp"
27 #include "util/reader.hpp"
29 //TODO: Find a way to make rain collide with objects like bonus blocks
30 // Add an option to set rain strength
31 // Fix rain being "respawned" over solid tiles
32 ParticleSystem_Interactive::ParticleSystem_Interactive() :
38 virtual_width = SCREEN_WIDTH;
39 virtual_height = SCREEN_HEIGHT;
43 ParticleSystem_Interactive::~ParticleSystem_Interactive()
45 std::vector<Particle*>::iterator i;
46 for(i = particles.begin(); i != particles.end(); ++i) {
51 void ParticleSystem_Interactive::draw(DrawingContext& context)
53 context.push_transform();
55 std::vector<Particle*>::iterator i;
56 for(i = particles.begin(); i != particles.end(); ++i) {
57 Particle* particle = *i;
58 context.draw_surface(particle->texture, particle->pos, z_pos);
61 context.pop_transform();
65 ParticleSystem_Interactive::collision(Particle* object, Vector movement)
67 using namespace collision;
69 // calculate rectangle where the object will move
73 x2 = x1 + 32 + movement.x;
75 y2 = y1 + 32 + movement.y;
78 // test with all tiles in this rectangle
79 int starttilex = int(x1-1) / 32;
80 int starttiley = int(y1-1) / 32;
81 int max_x = int(x2+1);
82 int max_y = int(y2+1);
84 Rect dest = Rect(x1, y1, x2, y2);
86 Constraints constraints;
88 for(std::list<TileMap*>::const_iterator i = Sector::current()->solid_tilemaps.begin(); i != Sector::current()->solid_tilemaps.end(); i++) {
90 for(int x = starttilex; x*32 < max_x; ++x) {
91 for(int y = starttiley; y*32 < max_y; ++y) {
92 const Tile* tile = solids->get_tile(x, y);
95 // skip non-solid tiles, except water
96 if(! (tile->getAttributes() & (Tile::WATER | Tile::SOLID)))
99 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
101 Vector p1(x*32, y*32);
102 Vector p2((x+1)*32, (y+1)*32);
103 triangle = AATriangle(p1, p2, tile->getData());
105 if(rectangle_aatriangle(&constraints, dest, triangle)) {
106 if(tile->getAttributes() & Tile::WATER)
109 } else { // normal rectangular tile
110 Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
111 if(intersects(dest, rect)) {
112 if(tile->getAttributes() & Tile::WATER)
114 set_rectangle_rectangle_constraints(&constraints, dest, rect);
121 // TODO don't use magic numbers here...
123 // did we collide at all?
124 if(!constraints.has_constraints())
127 const CollisionHit& hit = constraints.hit;
129 return 0; //collision with water tile - don't draw splash
131 if (hit.right || hit.left) {
132 return 2; //collision from right
134 return 1; //collision from above
141 RainParticleSystem::RainParticleSystem()
143 rainimages[0] = new Surface("images/objects/particles/rain0.png");
144 rainimages[1] = new Surface("images/objects/particles/rain1.png");
146 virtual_width = SCREEN_WIDTH * 2;
148 // create some random raindrops
149 size_t raindropcount = size_t(virtual_width/6.0);
150 for(size_t i=0; i<raindropcount; ++i) {
151 RainParticle* particle = new RainParticle;
152 particle->pos.x = systemRandom.rand(int(virtual_width));
153 particle->pos.y = systemRandom.rand(int(virtual_height));
154 int rainsize = systemRandom.rand(2);
155 particle->texture = rainimages[rainsize];
157 particle->speed = (rainsize+1)*45 + systemRandom.randf(3.6);
158 } while(particle->speed < 1);
159 particle->speed *= 10; // gravity
161 particles.push_back(particle);
166 RainParticleSystem::parse(const Reader& reader)
168 reader.get("z-pos", z_pos);
171 RainParticleSystem::~RainParticleSystem()
174 delete rainimages[i];
177 void RainParticleSystem::update(float elapsed_time)
179 std::vector<Particle*>::iterator i;
181 i = particles.begin(); i != particles.end(); ++i) {
182 RainParticle* particle = (RainParticle*) *i;
183 float movement = particle->speed * elapsed_time;
184 float abs_x = Sector::current()->camera->get_translation().x;
185 float abs_y = Sector::current()->camera->get_translation().y;
186 particle->pos.y += movement;
187 particle->pos.x -= movement;
188 int col = collision(particle, Vector(-movement, movement));
189 if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
191 if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)){
192 bool vertical = (col == 2);
193 int splash_x, splash_y;
194 if (!vertical) { //check if collision happened from above
195 splash_x = int(particle->pos.x);
196 splash_y = int(particle->pos.y) - (int(particle->pos.y) % 32) + 32;
197 Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
199 // Uncomment the following to display vertical splashes, too
201 splash_x = int(particle->pos.x) - (int(particle->pos.x) % 32) + 32;
202 splash_y = int(particle->pos.y);
203 Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
206 int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
208 //FIXME: Don't move particles over solid tiles
209 particle->pos.x = new_x;
210 particle->pos.y = new_y;
215 CometParticleSystem::CometParticleSystem()
217 cometimages[0] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
218 cometimages[1] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
220 virtual_width = SCREEN_WIDTH * 2;
222 // create some random comets
223 size_t cometcount = 2;
224 for(size_t i=0; i<cometcount; ++i) {
225 CometParticle* particle = new CometParticle;
226 particle->pos.x = systemRandom.rand(int(virtual_width));
227 particle->pos.y = systemRandom.rand(int(virtual_height));
228 int cometsize = systemRandom.rand(2);
229 particle->texture = cometimages[cometsize];
231 particle->speed = (cometsize+1)*30 + systemRandom.randf(3.6);
232 } while(particle->speed < 1);
233 particle->speed *= 10; // gravity
235 particles.push_back(particle);
240 CometParticleSystem::parse(const Reader& reader)
242 reader.get("z-pos", z_pos);
245 CometParticleSystem::~CometParticleSystem()
248 delete cometimages[i];
251 void CometParticleSystem::update(float elapsed_time)
255 std::vector<Particle*>::iterator i;
257 i = particles.begin(); i != particles.end(); ++i) {
258 CometParticle* particle = (CometParticle*) *i;
259 float movement = particle->speed * elapsed_time;
260 float abs_x = Sector::current()->camera->get_translation().x;
261 float abs_y = Sector::current()->camera->get_translation().y;
262 particle->pos.y += movement;
263 particle->pos.x -= movement;
264 int col = collision(particle, Vector(-movement, movement));
265 if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
266 if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)) {
267 Sector::current()->add_object(new Bomb(particle->pos, LEFT));
269 int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
271 //FIXME: Don't move particles over solid tiles
272 particle->pos.x = new_x;
273 particle->pos.y = new_y;