Split particlesystem_interactive.?pp into separate files
authorIngo Ruhnke <grumbel@gmx.de>
Fri, 20 Nov 2009 02:54:23 +0000 (02:54 +0000)
committerIngo Ruhnke <grumbel@gmx.de>
Fri, 20 Nov 2009 02:54:23 +0000 (02:54 +0000)
SVN-Revision: 6062

src/object/comet_particle_system.cpp [new file with mode: 0644]
src/object/comet_particle_system.hpp [new file with mode: 0644]
src/object/particlesystem_interactive.cpp
src/object/particlesystem_interactive.hpp
src/object/rain_particle_system.cpp [new file with mode: 0644]
src/object/rain_particle_system.hpp [new file with mode: 0644]
src/supertux/sector.cpp
src/supertux/title_screen.hpp

diff --git a/src/object/comet_particle_system.cpp b/src/object/comet_particle_system.cpp
new file mode 100644 (file)
index 0000000..eb2e377
--- /dev/null
@@ -0,0 +1,88 @@
+//  SuperTux
+//  Copyright (C) 2009 Ingo Ruhnke <grumbel@gmx.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/comet_particle_system.hpp"
+
+#include "math/random_generator.hpp"
+#include "supertux/globals.hpp"
+#include "video/surface.hpp"
+#include "util/reader.hpp"
+
+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; i<cometcount; ++i) {
+    CometParticle* particle = new CometParticle;
+    particle->pos.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<Particle*>::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 */
diff --git a/src/object/comet_particle_system.hpp b/src/object/comet_particle_system.hpp
new file mode 100644 (file)
index 0000000..7eb7e9c
--- /dev/null
@@ -0,0 +1,56 @@
+//  SuperTux
+//  Copyright (C) 2009 Ingo Ruhnke <grumbel@gmx.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/>.
+
+#ifndef HEADER_SUPERTUX_OBJECT_COMET_PARTICLE_SYSTEM_HPP
+#define HEADER_SUPERTUX_OBJECT_COMET_PARTICLE_SYSTEM_HPP
+
+#include "object/particlesystem_interactive.hpp"
+
+class CometParticleSystem : public ParticleSystem_Interactive
+{
+public:
+  CometParticleSystem();
+  virtual ~CometParticleSystem();
+
+  void parse(const Reader& lisp);
+  void write(Writer& writer);
+
+  virtual void update(float elapsed_time);
+
+  std::string type() const
+  { return "CometParticleSystem"; }
+
+private:
+  class CometParticle : public Particle
+  {
+  public:
+    float speed;
+
+    CometParticle() :
+      speed()
+    {}
+  };
+
+  Surface* cometimages[2];
+
+private:
+  CometParticleSystem(const CometParticleSystem&);
+  CometParticleSystem& operator=(const CometParticleSystem&);
+};
+
+#endif
+
+/* EOF */
index e9a28be..b317071 100644 (file)
 #include "object/particlesystem_interactive.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/globals.hpp"
 #include "supertux/tile.hpp"
-#include "util/reader.hpp"
 
 //TODO: Find a way to make rain collide with objects like bonus blocks
 //      Add an option to set rain strength
@@ -138,142 +133,4 @@ 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; 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;
-    }
-  }
-}
-
-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; i<cometcount; ++i) {
-    CometParticle* particle = new CometParticle;
-    particle->pos.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<Particle*>::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 */
index b7d8411..1a7796d 100644 (file)
@@ -71,69 +71,6 @@ protected:
   float virtual_height;
 };
 
-class RainParticleSystem : public ParticleSystem_Interactive
-{
-public:
-  RainParticleSystem();
-  virtual ~RainParticleSystem();
-
-  void parse(const Reader& lisp);
-
-  virtual void update(float elapsed_time);
-
-  std::string type() const
-  { return "RainParticleSystem"; }
-
-private:
-  class RainParticle : public Particle
-  {
-  public:
-    float speed;
-
-    RainParticle() : 
-      speed()
-    {}
-  };
-
-  Surface* rainimages[2];
-
-private:
-  RainParticleSystem(const RainParticleSystem&);
-  RainParticleSystem& operator=(const RainParticleSystem&);
-};
-
-class CometParticleSystem : public ParticleSystem_Interactive
-{
-public:
-  CometParticleSystem();
-  virtual ~CometParticleSystem();
-
-  void parse(const Reader& lisp);
-  void write(Writer& writer);
-
-  virtual void update(float elapsed_time);
-
-  std::string type() const
-  { return "CometParticleSystem"; }
-
-private:
-  class CometParticle : public Particle
-  {
-  public:
-    float speed;
-
-    CometParticle() :
-      speed()
-    {}
-  };
-
-  Surface* cometimages[2];
-
-private:
-  CometParticleSystem(const CometParticleSystem&);
-  CometParticleSystem& operator=(const CometParticleSystem&);
-};
-
 #endif
 
 /* EOF */
diff --git a/src/object/rain_particle_system.cpp b/src/object/rain_particle_system.cpp
new file mode 100644 (file)
index 0000000..3f4a125
--- /dev/null
@@ -0,0 +1,98 @@
+//  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 */
diff --git a/src/object/rain_particle_system.hpp b/src/object/rain_particle_system.hpp
new file mode 100644 (file)
index 0000000..25715ea
--- /dev/null
@@ -0,0 +1,55 @@
+//  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/>.
+
+#ifndef HEADER_SUPERTUX_OBJECT_RAIN_PARTICLE_SYSTEM_HPP
+#define HEADER_SUPERTUX_OBJECT_RAIN_PARTICLE_SYSTEM_HPP
+
+#include "object/particlesystem_interactive.hpp"
+
+class RainParticleSystem : public ParticleSystem_Interactive
+{
+public:
+  RainParticleSystem();
+  virtual ~RainParticleSystem();
+
+  void parse(const Reader& lisp);
+
+  virtual void update(float elapsed_time);
+
+  std::string type() const
+  { return "RainParticleSystem"; }
+
+private:
+  class RainParticle : public Particle
+  {
+  public:
+    float speed;
+
+    RainParticle() : 
+      speed()
+    {}
+  };
+
+  Surface* rainimages[2];
+
+private:
+  RainParticleSystem(const RainParticleSystem&);
+  RainParticleSystem& operator=(const RainParticleSystem&);
+};
+
+#endif
+
+/* EOF */
index 62fb618..24c43ab 100644 (file)
 #include "object/brick.hpp"
 #include "object/bullet.hpp"
 #include "object/camera.hpp"
+#include "object/cloud_particle_system.hpp"
 #include "object/coin.hpp"
+#include "object/comet_particle_system.hpp"
 #include "object/display_effect.hpp"
+#include "object/ghost_particle_system.hpp"
 #include "object/gradient.hpp"
 #include "object/invisible_block.hpp"
 #include "object/particlesystem.hpp"
-#include "object/cloud_particle_system.hpp"
-#include "object/ghost_particle_system.hpp"
-#include "object/snow_particle_system.hpp"
 #include "object/particlesystem_interactive.hpp"
 #include "object/player.hpp"
 #include "object/portable.hpp"
 #include "object/pulsing_light.hpp"
+#include "object/rain_particle_system.hpp"
 #include "object/smoke_cloud.hpp"
+#include "object/snow_particle_system.hpp"
 #include "object/text_object.hpp"
 #include "object/tilemap.hpp"
 #include "physfs/ifile_stream.hpp"
 #include "scripting/squirrel_util.hpp"
 #include "supertux/collision.hpp"
 #include "supertux/constants.hpp"
-#include "supertux/level.hpp"
 #include "supertux/globals.hpp"
+#include "supertux/level.hpp"
 #include "supertux/object_factory.hpp"
 #include "supertux/spawn_point.hpp"
 #include "supertux/tile.hpp"
@@ -168,15 +170,14 @@ Sector::parse_object(const std::string& name, const Reader& reader)
     return partsys;
   } else if(name == "money") { // for compatibility with old maps
     return new Jumpy(reader);
+  } else {
+    try {
+      return create_object(name, reader);
+    } catch(std::exception& e) {
+      log_warning << e.what() << "" << std::endl;
+      return 0;
+    }
   }
-
-  try {
-    return create_object(name, reader);
-  } catch(std::exception& e) {
-    log_warning << e.what() << "" << std::endl;
-  }
-
-  return 0;
 }
 
 void
index 8156f3e..33964fa 100644 (file)
@@ -55,7 +55,7 @@ private:
   void generate_main_menu();
   
 private:
-  std::auto_ptr<MainMenu>         main_menu;
+  std::auto_ptr<MainMenu> main_menu;
   std::auto_ptr<Surface> frame;
   std::auto_ptr<CodeController> controller;
   std::auto_ptr<GameSession> titlesession;