X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fobject%2Fparticlesystem_interactive.cpp;h=9923c03c7b2bf708a62d1633114c576404f997ce;hb=bb423166352cd63fdf40b0f51b6699a47890faee;hp=40a71478239ea5b27f4df0b24190830ee3489ac0;hpb=73259e6cd83bae601cb8ce49b6e7a0df1d4de087;p=supertux.git diff --git a/src/object/particlesystem_interactive.cpp b/src/object/particlesystem_interactive.cpp index 40a714782..9923c03c7 100644 --- a/src/object/particlesystem_interactive.cpp +++ b/src/object/particlesystem_interactive.cpp @@ -15,12 +15,8 @@ // along with this program. If not, see . #include "object/particlesystem_interactive.hpp" -#include "supertux/main.hpp" #include "math/aatriangle.hpp" -#include "math/random_generator.hpp" -#include "object/camera.hpp" -#include "object/rainsplash.hpp" #include "object/tilemap.hpp" #include "supertux/collision.hpp" #include "supertux/tile.hpp" @@ -28,7 +24,11 @@ //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; @@ -76,12 +76,13 @@ 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++) { 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); @@ -91,18 +92,15 @@ ParticleSystem_Interactive::collision(Particle* object, Vector movement) if(! (tile->getAttributes() & (Tile::WATER | Tile::SOLID))) continue; + Rectf rect = solids->get_tile_bbox(x, y); 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()); + AATriangle triangle = AATriangle(rect, 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; @@ -133,142 +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 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::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 Reader& reader) -{ - reader.get("z-pos", z_pos); -} - -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 */