-// $Id$
-//
// SuperTux
// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-#include <config.h>
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include <iostream>
-#include <cmath>
+#include "object/particlesystem_interactive.hpp"
+#include "supertux/main.hpp"
-#include "particlesystem_interactive.hpp"
-#include "video/drawing_context.hpp"
-#include "lisp/parser.hpp"
-#include "lisp/lisp.hpp"
-#include "lisp/writer.hpp"
-#include "resources.hpp"
-#include "main.hpp"
-
-#include "tile.hpp"
-#include "tilemap.hpp"
#include "math/aatriangle.hpp"
-#include "collision.hpp"
-#include "collision_hit.hpp"
+#include "math/random_generator.hpp"
#include "object/camera.hpp"
#include "object/rainsplash.hpp"
-#include "badguy/bomb.hpp"
-#include "random_generator.hpp"
+#include "object/tilemap.hpp"
+#include "supertux/collision.hpp"
+#include "supertux/tile.hpp"
//TODO: Find a way to make rain collide with objects like bonus blocks
// Add an option to set rain strength
// Fix rain being "respawned" over solid tiles
ParticleSystem_Interactive::ParticleSystem_Interactive()
{
- virtual_width = SCREEN_WIDTH;
- virtual_height = SCREEN_HEIGHT;
- z_pos = 0;
+ virtual_width = SCREEN_WIDTH;
+ virtual_height = SCREEN_HEIGHT;
+ z_pos = 0;
}
ParticleSystem_Interactive::~ParticleSystem_Interactive()
{
- 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_Interactive::draw(DrawingContext& context)
{
context.push_transform();
- std::vector<Particle*>::iterator i;
- for(i = particles.begin(); i != particles.end(); ++i) {
- Particle* particle = *i;
- context.draw_surface(particle->texture, particle->pos, z_pos);
- }
+ std::vector<Particle*>::iterator i;
+ for(i = particles.begin(); i != particles.end(); ++i) {
+ Particle* particle = *i;
+ context.draw_surface(particle->texture, particle->pos, z_pos);
+ }
- context.pop_transform();
+ context.pop_transform();
}
int
}
}
-
// TODO don't use magic numbers here...
// did we collide at all?
RainParticleSystem::RainParticleSystem()
{
- rainimages[0] = new Surface("images/objects/particles/rain0.png");
- rainimages[1] = new Surface("images/objects/particles/rain1.png");
-
- virtual_width = SCREEN_WIDTH * 2;
-
- // create some random raindrops
- size_t raindropcount = size_t(virtual_width/6.0);
- for(size_t i=0; i<raindropcount; ++i) {
- RainParticle* particle = new RainParticle;
- particle->pos.x = systemRandom.rand(int(virtual_width));
- particle->pos.y = systemRandom.rand(int(virtual_height));
- int rainsize = systemRandom.rand(2);
- particle->texture = rainimages[rainsize];
- do {
- particle->speed = (rainsize+1)*45 + systemRandom.randf(3.6);
- } while(particle->speed < 1);
- particle->speed *= 10; // gravity
-
- particles.push_back(particle);
- }
+ rainimages[0] = new Surface("images/objects/particles/rain0.png");
+ rainimages[1] = new Surface("images/objects/particles/rain1.png");
+
+ virtual_width = SCREEN_WIDTH * 2;
+
+ // create some random raindrops
+ size_t raindropcount = size_t(virtual_width/6.0);
+ for(size_t i=0; i<raindropcount; ++i) {
+ RainParticle* particle = new RainParticle;
+ particle->pos.x = systemRandom.rand(int(virtual_width));
+ particle->pos.y = systemRandom.rand(int(virtual_height));
+ int rainsize = systemRandom.rand(2);
+ particle->texture = rainimages[rainsize];
+ do {
+ particle->speed = (rainsize+1)*45 + systemRandom.randf(3.6);
+ } while(particle->speed < 1);
+ particle->speed *= 10; // gravity
+
+ particles.push_back(particle);
+ }
}
void
-RainParticleSystem::parse(const lisp::Lisp& reader)
+RainParticleSystem::parse(const Reader& reader)
{
reader.get("z-pos", z_pos);
}
-void
-RainParticleSystem::write(lisp::Writer& writer)
-{
- writer.start_list("particles-rain");
- writer.write("z-pos", z_pos);
- writer.end_list("particles-rain");
-}
-
RainParticleSystem::~RainParticleSystem()
{
for(int i=0;i<2;++i)
void RainParticleSystem::update(float elapsed_time)
{
- std::vector<Particle*>::iterator i;
- for(
- i = particles.begin(); i != particles.end(); ++i) {
- RainParticle* particle = (RainParticle*) *i;
- float movement = particle->speed * elapsed_time;
- float abs_x = Sector::current()->camera->get_translation().x;
- float abs_y = Sector::current()->camera->get_translation().y;
- particle->pos.y += movement;
- particle->pos.x -= movement;
- int col = collision(particle, Vector(-movement, movement));
- if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
- //Create rainsplash
- if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)){
- bool vertical = (col == 2);
- int splash_x, splash_y;
- if (!vertical) { //check if collision happened from above
- splash_x = int(particle->pos.x);
- splash_y = int(particle->pos.y) - (int(particle->pos.y) % 32) + 32;
- Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
- }
- // Uncomment the following to display vertical splashes, too
- /* else {
- splash_x = int(particle->pos.x) - (int(particle->pos.x) % 32) + 32;
- splash_y = int(particle->pos.y);
- Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
- } */
- }
- int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
- int new_y = 0;
- //FIXME: Don't move particles over solid tiles
- particle->pos.x = new_x;
- particle->pos.y = new_y;
+ std::vector<Particle*>::iterator i;
+ for(
+ i = particles.begin(); i != particles.end(); ++i) {
+ RainParticle* particle = (RainParticle*) *i;
+ float movement = particle->speed * elapsed_time;
+ float abs_x = Sector::current()->camera->get_translation().x;
+ float abs_y = Sector::current()->camera->get_translation().y;
+ particle->pos.y += movement;
+ particle->pos.x -= movement;
+ int col = collision(particle, Vector(-movement, movement));
+ if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
+ //Create rainsplash
+ if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)){
+ bool vertical = (col == 2);
+ int splash_x, splash_y;
+ if (!vertical) { //check if collision happened from above
+ splash_x = int(particle->pos.x);
+ splash_y = int(particle->pos.y) - (int(particle->pos.y) % 32) + 32;
+ Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
}
+ // Uncomment the following to display vertical splashes, too
+ /* else {
+ splash_x = int(particle->pos.x) - (int(particle->pos.x) % 32) + 32;
+ splash_y = int(particle->pos.y);
+ Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
+ } */
+ }
+ int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
+ int new_y = 0;
+ //FIXME: Don't move particles over solid tiles
+ particle->pos.x = new_x;
+ particle->pos.y = new_y;
}
+ }
}
CometParticleSystem::CometParticleSystem()
{
- cometimages[0] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
- cometimages[1] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
-
- virtual_width = SCREEN_WIDTH * 2;
-
- // create some random comets
- size_t cometcount = 2;
- for(size_t i=0; i<cometcount; ++i) {
- CometParticle* particle = new CometParticle;
- particle->pos.x = systemRandom.rand(int(virtual_width));
- particle->pos.y = systemRandom.rand(int(virtual_height));
- int cometsize = systemRandom.rand(2);
- particle->texture = cometimages[cometsize];
- do {
- particle->speed = (cometsize+1)*30 + systemRandom.randf(3.6);
- } while(particle->speed < 1);
- particle->speed *= 10; // gravity
-
- particles.push_back(particle);
- }
+ cometimages[0] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
+ cometimages[1] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
+
+ virtual_width = SCREEN_WIDTH * 2;
+
+ // create some random comets
+ size_t cometcount = 2;
+ for(size_t i=0; i<cometcount; ++i) {
+ CometParticle* particle = new CometParticle;
+ particle->pos.x = systemRandom.rand(int(virtual_width));
+ particle->pos.y = systemRandom.rand(int(virtual_height));
+ int cometsize = systemRandom.rand(2);
+ particle->texture = cometimages[cometsize];
+ do {
+ particle->speed = (cometsize+1)*30 + systemRandom.randf(3.6);
+ } while(particle->speed < 1);
+ particle->speed *= 10; // gravity
+
+ particles.push_back(particle);
+ }
}
void
-CometParticleSystem::parse(const lisp::Lisp& reader)
+CometParticleSystem::parse(const Reader& reader)
{
reader.get("z-pos", z_pos);
}
-void
-CometParticleSystem::write(lisp::Writer& writer)
-{
- writer.start_list("particles-comets");
- writer.write("z-pos", z_pos);
- writer.end_list("particles-comets");
-}
-
CometParticleSystem::~CometParticleSystem()
{
for(int i=0;i<2;++i)
{
(void) elapsed_time;
#if 0
- std::vector<Particle*>::iterator i;
- for(
- i = particles.begin(); i != particles.end(); ++i) {
- CometParticle* particle = (CometParticle*) *i;
- float movement = particle->speed * elapsed_time;
- float abs_x = Sector::current()->camera->get_translation().x;
- float abs_y = Sector::current()->camera->get_translation().y;
- particle->pos.y += movement;
- particle->pos.x -= movement;
- int col = collision(particle, Vector(-movement, movement));
- if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
- if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)) {
- Sector::current()->add_object(new Bomb(particle->pos, LEFT));
- }
- int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
- int new_y = 0;
- //FIXME: Don't move particles over solid tiles
- particle->pos.x = new_x;
- particle->pos.y = new_y;
- }
+ std::vector<Particle*>::iterator i;
+ for(
+ i = particles.begin(); i != particles.end(); ++i) {
+ CometParticle* particle = (CometParticle*) *i;
+ float movement = particle->speed * elapsed_time;
+ float abs_x = Sector::current()->camera->get_translation().x;
+ float abs_y = Sector::current()->camera->get_translation().y;
+ particle->pos.y += movement;
+ particle->pos.x -= movement;
+ int col = collision(particle, Vector(-movement, movement));
+ if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
+ if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)) {
+ Sector::current()->add_object(new Bomb(particle->pos, LEFT));
+ }
+ int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
+ int new_y = 0;
+ //FIXME: Don't move particles over solid tiles
+ particle->pos.x = new_x;
+ particle->pos.y = new_y;
}
+ }
#endif
}
+
+/* EOF */