X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fobject%2Fparticlesystem_interactive.cpp;h=880c4c56bc673612f0c8d7a0d249d747ceb8048e;hb=c404b2190f9394d0646018fd72f8ce156b5f9f72;hp=edb2cbc059fe330fb6d4ca2f2cf979bdf96b7b89;hpb=86181b0a14d89cf45daf97199c3556c4dd1ee7b7;p=supertux.git diff --git a/src/object/particlesystem_interactive.cpp b/src/object/particlesystem_interactive.cpp index edb2cbc05..880c4c56b 100644 --- a/src/object/particlesystem_interactive.cpp +++ b/src/object/particlesystem_interactive.cpp @@ -1,78 +1,66 @@ -// $Id: particlesystem.cpp 2470 2005-05-11 14:49:28Z wansti $ -// // SuperTux -// Copyright (C) 2004 Matthias Braun +// 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 // 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, write to the Free Software -// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. -#include - -#include -#include +// along with this program. If not, see . -#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 "object/particlesystem_interactive.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 "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; - layer = LAYER_TILES; + 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, layer); - } - context.pop_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); + } + + context.pop_transform(); } int ParticleSystem_Interactive::collision(Particle* object, Vector movement) { - TileMap* solids = Sector::current()->solids; + using namespace collision; + // calculate rectangle where the object will move float x1, x2; float y1, y2; @@ -81,212 +69,66 @@ ParticleSystem_Interactive::collision(Particle* object, Vector movement) y1 = object->pos.y; y2 = y1 + 32 + movement.y; bool water = false; - + // test with all tiles in this rectangle int starttilex = int(x1-1) / 32; int starttiley = int(y1-1) / 32; int max_x = int(x2+1); int max_y = int(y2+1); - - CollisionHit temphit, hit; - Rect dest = Rect(x1, y1, x2, y2); - dest.move(movement); - hit.time = -1; // represents an invalid value - 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) - water = true; - if(!water && !(tile->getAttributes() & 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(Collision::rectangle_aatriangle(temphit, dest, movement, - triangle)) { - if(temphit.time > hit.time) - hit = temphit; - } - } else { // normal rectangular tile - Rect rect(x*32, y*32, (x+1)*32, (y+1)*32); - if(Collision::rectangle_rectangle(temphit, dest, - movement, rect)) { - if(temphit.time > hit.time) - hit = temphit; + 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++) { + 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; + + 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); + } } } } } - - // did we collide at all? - if(hit.time < 0) { - return -1; //no collision - } - else { - if (water) - return 0; //collision with water tile - don't draw splash - else { - if ((hit.normal.x == 1) && (hit.normal.y == 0)) - return 2; //collision from right - else return 1; //collision from above - } - } -} - -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 = rand() % int(virtual_width); - particle->pos.y = rand() % int(virtual_height); - int rainsize = rand() % 2; - particle->texture = rainimages[rainsize]; - do { - particle->speed = (rainsize+1)*45 + (float(rand()%10)*.4); - } while(particle->speed < 1); - particle->speed *= 10; // gravity - - particles.push_back(particle); - } -} - -void -RainParticleSystem::parse(const lisp::Lisp& reader) -{ - reader.get("layer", layer); -} -void -RainParticleSystem::write(lisp::Writer& writer) -{ - writer.start_list("particles-rain"); - writer.write_int("layer", layer); - 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 = (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 = rand() % int(virtual_width); - particle->pos.y = rand() % int(virtual_height); - int cometsize = rand() % 2; - particle->texture = cometimages[cometsize]; - do { - particle->speed = (cometsize+1)*30 + (float(rand()%10)*.4); - } while(particle->speed < 1); - particle->speed *= 10; // gravity + // TODO don't use magic numbers here... - particles.push_back(particle); + // did we collide at all? + if(!constraints.has_constraints()) + return -1; + + const CollisionHit& hit = constraints.hit; + if (water) { + return 0; //collision with water tile - don't draw splash + } else { + if (hit.right || hit.left) { + return 2; //collision from right + } else { + return 1; //collision from above } -} - -void -CometParticleSystem::parse(const lisp::Lisp& reader) -{ - reader.get("layer", layer); -} - -void -CometParticleSystem::write(lisp::Writer& writer) -{ - writer.start_list("particles-comets"); - writer.write_int("layer", layer); - writer.end_list("particles-comets"); -} + } -CometParticleSystem::~CometParticleSystem() -{ - for(int i=0;i<2;++i) - delete cometimages[i]; + return 0; } -void CometParticleSystem::update(float elapsed_time) -{ - 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 = (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 */