X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fobject%2Fparticlesystem_interactive.cpp;h=6cd527b844b25ceb359efa305b8190a23119dcf3;hb=8eff855963e2699763d0d653dabc9b709f0d2ab0;hp=2d4a3c2ee1104fbcea21038995416dab069d71c0;hpb=959f514b78262ae6b276821bc61864fa6967b97c;p=supertux.git diff --git a/src/object/particlesystem_interactive.cpp b/src/object/particlesystem_interactive.cpp index 2d4a3c2ee..6cd527b84 100644 --- a/src/object/particlesystem_interactive.cpp +++ b/src/object/particlesystem_interactive.cpp @@ -1,12 +1,10 @@ -// $Id$ -// // SuperTux // Copyright (C) 2006 Matthias Braun // -// 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 @@ -14,61 +12,48 @@ // 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 +// along with this program. If not, see . -#include -#include +#include "object/particlesystem_interactive.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 "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() +ParticleSystem_Interactive::ParticleSystem_Interactive() : + z_pos(), + particles(), + virtual_width(), + virtual_height() { - 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::iterator i; - for(i = particles.begin(); i != particles.end(); ++i) { - delete *i; - } + std::vector::iterator i; + for(i = particles.begin(); i != particles.end(); ++i) { + delete *i; + } } void ParticleSystem_Interactive::draw(DrawingContext& context) { context.push_transform(); - std::vector::iterator i; - for(i = particles.begin(); i != particles.end(); ++i) { - Particle* particle = *i; - context.draw_surface(particle->texture, particle->pos, z_pos); - } + std::vector::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 @@ -91,44 +76,41 @@ ParticleSystem_Interactive::collision(Particle* object, Vector movement) int max_x = int(x2+1); int max_y = int(y2+1); - Rect dest = Rect(x1, y1, x2, y2); + Rectf dest(x1, y1, x2, y2); dest.move(movement); Constraints constraints; - for(std::list::const_iterator i = Sector::current()->solid_tilemaps.begin(); i != Sector::current()->solid_tilemaps.end(); i++) { + for(std::list::const_iterator i = Sector::current()->solid_tilemaps.begin(); i != Sector::current()->solid_tilemaps.end(); ++i) { TileMap* solids = *i; + // FIXME Handle a nonzero tilemap offset for(int x = starttilex; x*32 < max_x; ++x) { for(int y = starttiley; y*32 < max_y; ++y) { - const Tile* tile = solids->get_tile(x, y); - if(!tile) - continue; - // skip non-solid tiles, except water - if(! (tile->getAttributes() & (Tile::WATER | Tile::SOLID))) - continue; - - if(tile->getAttributes() & Tile::SLOPE) { // slope tile - AATriangle triangle; - Vector p1(x*32, y*32); - Vector p2((x+1)*32, (y+1)*32); - triangle = AATriangle(p1, p2, tile->getData()); - - if(rectangle_aatriangle(&constraints, dest, triangle)) { - if(tile->getAttributes() & Tile::WATER) - water = true; - } - } else { // normal rectangular tile - Rect rect(x*32, y*32, (x+1)*32, (y+1)*32); - if(intersects(dest, rect)) { - if(tile->getAttributes() & Tile::WATER) - water = true; - set_rectangle_rectangle_constraints(&constraints, dest, rect); - } - } + const Tile* tile = solids->get_tile(x, y); + if(!tile) + continue; + // skip non-solid tiles, except water + if(! (tile->getAttributes() & (Tile::WATER | Tile::SOLID))) + continue; + + Rectf rect = solids->get_tile_bbox(x, y); + if(tile->is_slope ()) { // slope tile + AATriangle triangle = AATriangle(rect, tile->getData()); + + if(rectangle_aatriangle(&constraints, dest, triangle)) { + if(tile->getAttributes() & Tile::WATER) + water = true; + } + } else { // normal rectangular tile + if(intersects(dest, rect)) { + if(tile->getAttributes() & Tile::WATER) + water = true; + set_rectangle_rectangle_constraints(&constraints, dest, rect); + } + } } } } - // TODO don't use magic numbers here... // did we collide at all? @@ -149,156 +131,4 @@ ParticleSystem_Interactive::collision(Particle* object, Vector movement) return 0; } -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; ipos.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) -{ - reader.get("z-pos", z_pos); -} - -void -RainParticleSystem::write(lisp::Writer& writer) -{ - writer.start_list("particles-rain"); - writer.write_int("z-pos", z_pos); - writer.end_list("particles-rain"); -} - -RainParticleSystem::~RainParticleSystem() -{ - for(int i=0;i<2;++i) - delete rainimages[i]; -} - -void RainParticleSystem::update(float elapsed_time) -{ - std::vector::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; ipos.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) -{ - reader.get("z-pos", z_pos); -} - -void -CometParticleSystem::write(lisp::Writer& writer) -{ - writer.start_list("particles-comets"); - writer.write_int("z-pos", z_pos); - writer.end_list("particles-comets"); -} - -CometParticleSystem::~CometParticleSystem() -{ - for(int i=0;i<2;++i) - delete cometimages[i]; -} - -void CometParticleSystem::update(float elapsed_time) -{ - (void) elapsed_time; -#if 0 - std::vector::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 */