change notion from layers to z-pos in levelfiles
[supertux.git] / src / object / particlesystem.cpp
index 1b7ac8b..56d33b8 100644 (file)
 
 ParticleSystem::ParticleSystem()
 {
-    virtual_width = SCREEN_WIDTH;
-    virtual_height = SCREEN_HEIGHT;
-    layer = LAYER_BACKGROUND1;
+  virtual_width = SCREEN_WIDTH;
+  virtual_height = SCREEN_HEIGHT;
+  z_pos = LAYER_BACKGROUND1;
 }
 
 ParticleSystem::~ParticleSystem()
 {
-    std::vector<Particle*>::iterator i;
-    for(i = particles.begin(); i != particles.end(); ++i) {
-        delete *i;
-    }
+  std::vector<Particle*>::iterator i;
+  for(i = particles.begin(); i != particles.end(); ++i) {
+    delete *i;
+  }
 }
 
 void ParticleSystem::draw(DrawingContext& context)
@@ -53,62 +53,62 @@ void ParticleSystem::draw(DrawingContext& context)
 
   context.push_transform();
   context.set_translation(Vector(0,0));
-  
-    std::vector<Particle*>::iterator i;
-    for(i = particles.begin(); i != particles.end(); ++i) {
-        Particle* particle = *i;
-
-        // remap x,y coordinates onto screencoordinates
-        Vector pos;
-        pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
-        if(pos.x < 0) pos.x += virtual_width;
-        pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
-        if(pos.y < 0) pos.y += virtual_height;
-
-        if(pos.x > SCREEN_WIDTH) pos.x -= virtual_width;
-        if(pos.y > SCREEN_HEIGHT) pos.y -= virtual_height;
-        context.draw_surface(particle->texture, pos, layer);
-    }
 
-    context.pop_transform();
+  std::vector<Particle*>::iterator i;
+  for(i = particles.begin(); i != particles.end(); ++i) {
+    Particle* particle = *i;
+
+    // remap x,y coordinates onto screencoordinates
+    Vector pos;
+    pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
+    if(pos.x < 0) pos.x += virtual_width;
+    pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
+    if(pos.y < 0) pos.y += virtual_height;
+
+    if(pos.x > SCREEN_WIDTH) pos.x -= virtual_width;
+    if(pos.y > SCREEN_HEIGHT) pos.y -= virtual_height;
+    context.draw_surface(particle->texture, pos, z_pos);
+  }
+
+  context.pop_transform();
 }
 
 SnowParticleSystem::SnowParticleSystem()
 {
-    snowimages[0] = new Surface("images/objects/particles/snow0.png");
-    snowimages[1] = new Surface("images/objects/particles/snow1.png");
-    snowimages[2] = new Surface("images/objects/particles/snow2.png");
-
-    virtual_width = SCREEN_WIDTH * 2;
-
-    // create some random snowflakes
-    size_t snowflakecount = size_t(virtual_width/10.0);
-    for(size_t i=0; i<snowflakecount; ++i) {
-        SnowParticle* particle = new SnowParticle;
-        particle->pos.x = fmodf(rand(), virtual_width);
-        particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
-        int snowsize = rand() % 3;
-        particle->texture = snowimages[snowsize];
-        do {
-            particle->speed = snowsize*.2 + (float(rand()%10)*.4);
-        } while(particle->speed < 1);
-        particle->speed *= 10; // gravity
-
-        particles.push_back(particle);
-    }
+  snowimages[0] = new Surface("images/objects/particles/snow0.png");
+  snowimages[1] = new Surface("images/objects/particles/snow1.png");
+  snowimages[2] = new Surface("images/objects/particles/snow2.png");
+
+  virtual_width = SCREEN_WIDTH * 2;
+
+  // create some random snowflakes
+  size_t snowflakecount = size_t(virtual_width/10.0);
+  for(size_t i=0; i<snowflakecount; ++i) {
+    SnowParticle* particle = new SnowParticle;
+    particle->pos.x = fmodf(rand(), virtual_width);
+    particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
+    int snowsize = rand() % 3;
+    particle->texture = snowimages[snowsize];
+    do {
+      particle->speed = snowsize*.2 + (float(rand()%10)*.4);
+    } while(particle->speed < 1);
+    particle->speed *= 10; // gravity
+
+    particles.push_back(particle);
+  }
 }
 
 void
 SnowParticleSystem::parse(const lisp::Lisp& reader)
 {
-  reader.get("layer", layer);
+  reader.get("z-pos", z_pos);
 }
 
 void
 SnowParticleSystem::write(lisp::Writer& writer)
 {
   writer.start_list("particles-snow");
-  writer.write_int("layer", layer);
+  writer.write_int("z-pos", z_pos);
   writer.end_list("particles-snow");
 }
 
@@ -120,53 +120,53 @@ SnowParticleSystem::~SnowParticleSystem()
 
 void SnowParticleSystem::update(float elapsed_time)
 {
-    std::vector<Particle*>::iterator i;
-    for(i = particles.begin(); i != particles.end(); ++i) {
-        SnowParticle* particle = (SnowParticle*) *i;
-        particle->pos.y += particle->speed * elapsed_time;
-        if(particle->pos.y > SCREEN_HEIGHT + Sector::current()->camera->get_translation().y) {
-            particle->pos.y = fmodf(particle->pos.y , virtual_height);
-            particle->pos.x = rand() % int(virtual_width);
-        }
+  std::vector<Particle*>::iterator i;
+  for(i = particles.begin(); i != particles.end(); ++i) {
+    SnowParticle* particle = (SnowParticle*) *i;
+    particle->pos.y += particle->speed * elapsed_time;
+    if(particle->pos.y > SCREEN_HEIGHT + Sector::current()->camera->get_translation().y) {
+      particle->pos.y = fmodf(particle->pos.y , virtual_height);
+      particle->pos.x = rand() % int(virtual_width);
     }
+  }
 }
 
 //FIXME: Sometimes both ghosts have the same image
 //       Ghosts don't change their movement pattern - not random
 GhostParticleSystem::GhostParticleSystem()
 {
-    ghosts[0] = new Surface("images/objects/particles/ghost0.png");
-    ghosts[1] = new Surface("images/objects/particles/ghost1.png");
-
-    virtual_width = SCREEN_WIDTH * 2;
-
-    // create two ghosts
-    size_t ghostcount = 2;
-    for(size_t i=0; i<ghostcount; ++i) {
-        GhostParticle* particle = new GhostParticle;
-        particle->pos.x = fmodf(rand(), virtual_width);
-        particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
-        int size = rand() % 2;
-        particle->texture = ghosts[size];
-        do {
-            particle->speed = size*.2 + (float(rand()%10)*.4);
-        } while(particle->speed < 1);
-        particle->speed *= 50;
-        particles.push_back(particle);
-    }
+  ghosts[0] = new Surface("images/objects/particles/ghost0.png");
+  ghosts[1] = new Surface("images/objects/particles/ghost1.png");
+
+  virtual_width = SCREEN_WIDTH * 2;
+
+  // create two ghosts
+  size_t ghostcount = 2;
+  for(size_t i=0; i<ghostcount; ++i) {
+    GhostParticle* particle = new GhostParticle;
+    particle->pos.x = fmodf(rand(), virtual_width);
+    particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
+    int size = rand() % 2;
+    particle->texture = ghosts[size];
+    do {
+      particle->speed = size*.2 + (float(rand()%10)*.4);
+    } while(particle->speed < 1);
+    particle->speed *= 50;
+    particles.push_back(particle);
+  }
 }
 
 void
 GhostParticleSystem::parse(const lisp::Lisp& reader)
 {
-  reader.get("layer", layer);
+  reader.get("z-pos", z_pos);
 }
 
 void
 GhostParticleSystem::write(lisp::Writer& writer)
 {
   writer.start_list("particles-ghosts");
-  writer.write_int("layer", layer);
+  writer.write_int("z-pos", z_pos);
   writer.end_list("particles-ghosts");
 }
 
@@ -178,47 +178,47 @@ GhostParticleSystem::~GhostParticleSystem()
 
 void GhostParticleSystem::update(float elapsed_time)
 {
-    std::vector<Particle*>::iterator i;
-    for(i = particles.begin(); i != particles.end(); ++i) {
-        GhostParticle* particle = (GhostParticle*) *i;
-        particle->pos.y -= particle->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 = rand() % int(virtual_width);
-        }
+  std::vector<Particle*>::iterator i;
+  for(i = particles.begin(); i != particles.end(); ++i) {
+    GhostParticle* particle = (GhostParticle*) *i;
+    particle->pos.y -= particle->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 = rand() % int(virtual_width);
     }
+  }
 }
 
 CloudParticleSystem::CloudParticleSystem()
 {
-    cloudimage = new Surface("images/objects/particles/cloud.png");
+  cloudimage = new Surface("images/objects/particles/cloud.png");
 
-    virtual_width = 2000.0;
+  virtual_width = 2000.0;
 
-    // create some random clouds
-    for(size_t i=0; i<15; ++i) {
-        CloudParticle* particle = new CloudParticle;
-        particle->pos.x = rand() % int(virtual_width);
-        particle->pos.y = rand() % int(virtual_height);
-        particle->texture = cloudimage;
-        particle->speed = -float(25 + rand() % 30);
+  // create some random clouds
+  for(size_t i=0; i<15; ++i) {
+    CloudParticle* particle = new CloudParticle;
+    particle->pos.x = rand() % int(virtual_width);
+    particle->pos.y = rand() % int(virtual_height);
+    particle->texture = cloudimage;
+    particle->speed = -float(25 + rand() % 30);
 
-        particles.push_back(particle);
-    }
+    particles.push_back(particle);
+  }
 }
 
 void
 CloudParticleSystem::parse(const lisp::Lisp& reader)
 {
-  reader.get("layer", layer);
+  reader.get("z-pos", z_pos);
 }
 
 void
 CloudParticleSystem::write(lisp::Writer& writer)
 {
   writer.start_list("particles-clouds");
-  writer.write_int("layer", layer);
+  writer.write_int("z-pos", z_pos);
   writer.end_list("particles-clouds");
 }
 
@@ -229,9 +229,9 @@ CloudParticleSystem::~CloudParticleSystem()
 
 void CloudParticleSystem::update(float elapsed_time)
 {
-    std::vector<Particle*>::iterator i;
-    for(i = particles.begin(); i != particles.end(); ++i) {
-        CloudParticle* particle = (CloudParticle*) *i;
-        particle->pos.x += particle->speed * elapsed_time;
-    }
+  std::vector<Particle*>::iterator i;
+  for(i = particles.begin(); i != particles.end(); ++i) {
+    CloudParticle* particle = (CloudParticle*) *i;
+    particle->pos.x += particle->speed * elapsed_time;
+  }
 }