#include "object/camera.hpp"
#include "random_generator.hpp"
-ParticleSystem::ParticleSystem()
+ParticleSystem::ParticleSystem(float max_particle_size)
+ : max_particle_size(max_particle_size)
{
- virtual_width = SCREEN_WIDTH + MAX_PARTICLE_SIZE * 2;
- virtual_height = SCREEN_HEIGHT + MAX_PARTICLE_SIZE *2;
+ virtual_width = SCREEN_WIDTH + max_particle_size * 2;
+ virtual_height = SCREEN_HEIGHT + max_particle_size *2;
z_pos = LAYER_BACKGROUND1;
}
float scrolly = context.get_translation().y;
context.push_transform();
- context.set_translation(Vector(MAX_PARTICLE_SIZE,MAX_PARTICLE_SIZE));
+ context.set_translation(Vector(max_particle_size,max_particle_size));
std::vector<Particle*>::iterator i;
for(i = particles.begin(); i != particles.end(); ++i) {
size_t snowflakecount = size_t(virtual_width/10.0);
for(size_t i=0; i<snowflakecount; ++i) {
SnowParticle* particle = new SnowParticle;
+ int snowsize = systemRandom.rand(3);
+
particle->pos.x = systemRandom.randf(virtual_width);
particle->pos.y = systemRandom.randf(SCREEN_HEIGHT);
- particle->anchorx = particle->pos.x + ((systemRandom.randf(1.0) - 0.5) * 16);
- particle->anchordrift = (systemRandom.randf(1.0) - 0.5) * 0.3;
- int snowsize = systemRandom.rand(3);
+ particle->anchorx = particle->pos.x + (systemRandom.randf(-0.5, 0.5) * 16);
+ particle->drift_speed = systemRandom.randf(-0.5, 0.5) * 0.3;
+ particle->wobble = 0.0;
+
particle->texture = snowimages[snowsize];
- do {
- particle->speed = snowsize + systemRandom.randf(1.8);
- } while(particle->speed < 1);
+
+ particle->speed = 1 + (2 - snowsize)/2 + systemRandom.randf(1.8);
particle->speed *= 20; // gravity
particles.push_back(particle);
void SnowParticleSystem::update(float elapsed_time)
{
- float anchor_delta;
std::vector<Particle*>::iterator i;
for(i = particles.begin(); i != particles.end(); ++i) {
SnowParticle* particle = (SnowParticle*) *i;
+ float anchor_delta;
+
particle->pos.y += particle->speed * elapsed_time;
- particle->pos.x += particle->wobble * elapsed_time * particle->speed * 0.125;
- particle->pos.x = particle->anchorx;
- anchor_delta = (particle->anchorx - particle->pos.x);
- particle->wobble += (anchor_delta * 0.05) + (systemRandom.randf(1.0) - 0.5);
- particle->wobble *= 0.99;
- particle->anchorx += particle->anchordrift;
+ particle->pos.x += particle->wobble * elapsed_time /* * particle->speed * 0.125*/;
+ anchor_delta = (particle->anchorx - particle->pos.x);
+ particle->wobble += (4 * anchor_delta * 0.05) + systemRandom.randf(-0.5, 0.5);
+ particle->wobble *= 0.99f;
+ particle->anchorx += particle->drift_speed * elapsed_time;
}
}
particle->pos.x -= particle->speed * elapsed_time;
if(particle->pos.y > SCREEN_HEIGHT) {
particle->pos.y = fmodf(particle->pos.y , virtual_height);
- particle->pos.x = systemRandom.rand((int)virtual_width);
+ particle->pos.x = systemRandom.rand(static_cast<int>(virtual_width));
}
}
}
CloudParticleSystem::CloudParticleSystem()
+ : ParticleSystem(128)
{
cloudimage = new Surface("images/objects/particles/cloud.png");
// create some random clouds
for(size_t i=0; i<15; ++i) {
CloudParticle* particle = new CloudParticle;
- particle->pos.x = systemRandom.rand((int)virtual_width);
- particle->pos.y = systemRandom.rand((int)virtual_height);
+ particle->pos.x = systemRandom.rand(static_cast<int>(virtual_width));
+ particle->pos.y = systemRandom.rand(static_cast<int>(virtual_height));
particle->texture = cloudimage;
- particle->speed = -systemRandom.randf(25, 54);
+ particle->speed = -systemRandom.randf(25.0, 54.0);
particles.push_back(particle);
}