--- /dev/null
+// 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 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
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// 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, see <http://www.gnu.org/licenses/>.
+
+#include "object/rain_particle_system.hpp"
+
+#include "math/random_generator.hpp"
+#include "object/camera.hpp"
+#include "object/rainsplash.hpp"
+#include "util/reader.hpp"
+
+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);
+ }
+}
+
+void
+RainParticleSystem::parse(const Reader& reader)
+{
+ reader.get("z-pos", z_pos);
+}
+
+RainParticleSystem::~RainParticleSystem()
+{
+ for(int i=0;i<2;++i)
+ delete rainimages[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;
+ }
+ }
+}
+
+/* EOF */