more fixes
[supertux.git] / src / particlesystem.cpp
index db1ca26..ea301d8 100644 (file)
 //  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 "particlesystem.h"
+
 
 #include <iostream>
-#include <math.h>
-#include "globals.h"
-#include "scene.h"
+#include <cmath>
+
+#include "particlesystem.h"
+#include "app/globals.h"
+#include "utils/lispreader.h"
+#include "utils/lispwriter.h"
+#include "video/drawing_context.h"
 
 ParticleSystem::ParticleSystem()
 {
     virtual_width = screen->w;
     virtual_height = screen->h;
+    layer = LAYER_BACKGROUND1;
 }
 
 ParticleSystem::~ParticleSystem()
@@ -37,39 +42,38 @@ ParticleSystem::~ParticleSystem()
     }
 }
 
-void ParticleSystem::draw(float scrollx, float scrolly, int layer)
+void ParticleSystem::draw(DrawingContext& context)
 {
+  float scrollx = context.get_translation().x;
+  float scrolly = context.get_translation().y;
+
+  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;
-        if(particle->layer != layer)
-            continue;
-        
+
         // remap x,y coordinates onto screencoordinates
-        float x = fmodf(particle->x - scrollx, virtual_width);
-        if(x < 0) x += virtual_width;
-        float y = fmodf(particle->y - scrolly, virtual_height);
-        if(y < 0) y += virtual_height;
-        float xmax = fmodf(x + particle->texture->w, virtual_width);
-        float ymax = fmodf(y + particle->texture->h, virtual_height);
-
-        // particle on screen
-        if(x >= screen->w && xmax >= screen->w)
-            continue;
-        if(y >= screen->h && ymax >= screen->h)
-            continue;
-        
-        if(x > screen->w) x -= virtual_width;
-        if(y > screen->h) y -= virtual_height;
-        texture_draw(particle->texture, x, y);
+        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->w) pos.x -= virtual_width;
+        if(pos.y > screen->h) pos.y -= virtual_height;
+        context.draw_surface(particle->texture, pos, layer);
     }
+
+    context.pop_transform();
 }
 
 SnowParticleSystem::SnowParticleSystem()
 {
-    texture_load(&snowimages[0], datadir+"/images/shared/snow0.png", USE_ALPHA);
-    texture_load(&snowimages[1], datadir+"/images/shared/snow1.png", USE_ALPHA);
-    texture_load(&snowimages[2], datadir+"/images/shared/snow2.png", USE_ALPHA);
+    snowimages[0] = new Surface(datadir+"/images/shared/snow0.png", true);
+    snowimages[1] = new Surface(datadir+"/images/shared/snow1.png", true);
+    snowimages[2] = new Surface(datadir+"/images/shared/snow2.png", true);
 
     virtual_width = screen->w * 2;
 
@@ -77,65 +81,93 @@ SnowParticleSystem::SnowParticleSystem()
     size_t snowflakecount = size_t(virtual_width/10.0);
     for(size_t i=0; i<snowflakecount; ++i) {
         SnowParticle* particle = new SnowParticle;
-        particle->x = rand() % int(virtual_width);
-        particle->y = rand() % screen->h;
-        particle->layer = i % 2;
+        particle->pos.x = rand() % int(virtual_width);
+        particle->pos.y = rand() % screen->h;
         int snowsize = rand() % 3;
-        particle->texture = &snowimages[snowsize];
-        particle->speed = 0.01 + snowsize/50.0 + (rand()%(int)gravity/15.0);
+        particle->texture = snowimages[snowsize];
+        do {
+            particle->speed = snowsize/60.0 + (float(rand()%10)/300.0);
+        } while(particle->speed < 0.01);
 
         particles.push_back(particle);
     }
 }
 
+void
+SnowParticleSystem::parse(LispReader& reader)
+{
+  reader.read_int("layer", layer);
+}
+
+void
+SnowParticleSystem::write(LispWriter& writer)
+{
+  writer.start_list("particles-snow");
+  writer.write_int("layer", layer);
+  writer.end_list("particles-snow");
+}
+
 SnowParticleSystem::~SnowParticleSystem()
 {
-    for(int i=0;i<3;++i)
-        texture_free(&snowimages[i]);
+  for(int i=0;i<3;++i)
+    delete snowimages[i];
 }
 
-void SnowParticleSystem::simulate(float elapsed_time)
+void SnowParticleSystem::action(float elapsed_time)
 {
     std::vector<Particle*>::iterator i;
     for(i = particles.begin(); i != particles.end(); ++i) {
         SnowParticle* particle = (SnowParticle*) *i;
-        particle->y += particle->speed * elapsed_time;
-        if(particle->y > screen->h) {
-            particle->y = 0;
-            particle->x = rand() % int(virtual_width);
+        particle->pos.y += particle->speed * elapsed_time;
+        if(particle->pos.y > screen->h) {
+            particle->pos.y = fmodf(particle->pos.y , virtual_height);
+            particle->pos.x = rand() % int(virtual_width);
         }
     }
 }
 
 CloudParticleSystem::CloudParticleSystem()
 {
-    texture_load(&cloudimage, datadir + "/images/shared/cloud.png", USE_ALPHA);
+    cloudimage = new Surface(datadir + "/images/shared/cloud.png", true);
 
-    virtual_width = 5000.0;
+    virtual_width = 2000.0;
 
     // create some random clouds
     for(size_t i=0; i<15; ++i) {
         CloudParticle* particle = new CloudParticle;
-        particle->x = rand() % int(virtual_width);
-        particle->y = rand() % int((float) screen->h * 0.3333);
-        particle->layer = 0;
-        particle->texture = &cloudimage;
+        particle->pos.x = rand() % int(virtual_width);
+        particle->pos.y = rand() % int(virtual_height);
+        particle->texture = cloudimage;
         particle->speed = -float(250 + rand() % 200) / 1000.0;
 
         particles.push_back(particle);
     }
 }
 
+void
+CloudParticleSystem::parse(LispReader& reader)
+{
+  reader.read_int("layer", layer);
+}
+
+void
+CloudParticleSystem::write(LispWriter& writer)
+{
+  writer.start_list("particles-clouds");
+  writer.write_int("layer", layer);
+  writer.end_list("particles-clouds");
+}
+
 CloudParticleSystem::~CloudParticleSystem()
 {
-    texture_free(&cloudimage);
+  delete cloudimage;
 }
 
-void CloudParticleSystem::simulate(float elapsed_time)
+void CloudParticleSystem::action(float elapsed_time)
 {
     std::vector<Particle*>::iterator i;
     for(i = particles.begin(); i != particles.end(); ++i) {
         CloudParticle* particle = (CloudParticle*) *i;
-        particle->x += particle->speed * elapsed_time;
+        particle->pos.x += particle->speed * elapsed_time;
     }
 }