4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 #include "particlesystem.hpp"
26 #include "video/drawing_context.hpp"
27 #include "lisp/parser.hpp"
28 #include "lisp/lisp.hpp"
29 #include "lisp/writer.hpp"
30 #include "resources.hpp"
32 #include "object/camera.hpp"
34 ParticleSystem::ParticleSystem()
36 virtual_width = SCREEN_WIDTH;
37 virtual_height = SCREEN_HEIGHT;
38 layer = LAYER_BACKGROUND1;
41 ParticleSystem::~ParticleSystem()
43 std::vector<Particle*>::iterator i;
44 for(i = particles.begin(); i != particles.end(); ++i) {
49 void ParticleSystem::draw(DrawingContext& context)
51 float scrollx = context.get_translation().x;
52 float scrolly = context.get_translation().y;
54 context.push_transform();
55 context.set_translation(Vector(0,0));
57 std::vector<Particle*>::iterator i;
58 for(i = particles.begin(); i != particles.end(); ++i) {
59 Particle* particle = *i;
61 // remap x,y coordinates onto screencoordinates
63 pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
64 if(pos.x < 0) pos.x += virtual_width;
65 pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
66 if(pos.y < 0) pos.y += virtual_height;
68 if(pos.x > SCREEN_WIDTH) pos.x -= virtual_width;
69 if(pos.y > SCREEN_HEIGHT) pos.y -= virtual_height;
70 context.draw_surface(particle->texture, pos, layer);
73 context.pop_transform();
76 SnowParticleSystem::SnowParticleSystem()
78 snowimages[0] = new Surface("images/objects/particles/snow0.png");
79 snowimages[1] = new Surface("images/objects/particles/snow1.png");
80 snowimages[2] = new Surface("images/objects/particles/snow2.png");
82 virtual_width = SCREEN_WIDTH * 2;
84 // create some random snowflakes
85 size_t snowflakecount = size_t(virtual_width/10.0);
86 for(size_t i=0; i<snowflakecount; ++i) {
87 SnowParticle* particle = new SnowParticle;
88 particle->pos.x = fmodf(rand(), virtual_width);
89 particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
90 int snowsize = rand() % 3;
91 particle->texture = snowimages[snowsize];
93 particle->speed = snowsize*.2 + (float(rand()%10)*.4);
94 } while(particle->speed < 1);
95 particle->speed *= 10; // gravity
97 particles.push_back(particle);
102 SnowParticleSystem::parse(const lisp::Lisp& reader)
104 reader.get("layer", layer);
108 SnowParticleSystem::write(lisp::Writer& writer)
110 writer.start_list("particles-snow");
111 writer.write_int("layer", layer);
112 writer.end_list("particles-snow");
115 SnowParticleSystem::~SnowParticleSystem()
118 delete snowimages[i];
121 void SnowParticleSystem::update(float elapsed_time)
123 std::vector<Particle*>::iterator i;
124 for(i = particles.begin(); i != particles.end(); ++i) {
125 SnowParticle* particle = (SnowParticle*) *i;
126 particle->pos.y += particle->speed * elapsed_time;
127 if(particle->pos.y > SCREEN_HEIGHT + Sector::current()->camera->get_translation().y) {
128 particle->pos.y = fmodf(particle->pos.y , virtual_height);
129 particle->pos.x = rand() % int(virtual_width);
134 //FIXME: Sometimes both ghosts have the same image
135 // Ghosts don't change their movement pattern - not random
136 GhostParticleSystem::GhostParticleSystem()
138 ghosts[0] = new Surface("images/objects/particles/ghost0.png");
139 ghosts[1] = new Surface("images/objects/particles/ghost1.png");
141 virtual_width = SCREEN_WIDTH * 2;
144 size_t ghostcount = 2;
145 for(size_t i=0; i<ghostcount; ++i) {
146 GhostParticle* particle = new GhostParticle;
147 particle->pos.x = fmodf(rand(), virtual_width);
148 particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
149 int size = rand() % 2;
150 particle->texture = ghosts[size];
152 particle->speed = size*.2 + (float(rand()%10)*.4);
153 } while(particle->speed < 1);
154 particle->speed *= 50;
155 particles.push_back(particle);
160 GhostParticleSystem::parse(const lisp::Lisp& reader)
162 reader.get("layer", layer);
166 GhostParticleSystem::write(lisp::Writer& writer)
168 writer.start_list("particles-ghosts");
169 writer.write_int("layer", layer);
170 writer.end_list("particles-ghosts");
173 GhostParticleSystem::~GhostParticleSystem()
179 void GhostParticleSystem::update(float elapsed_time)
181 std::vector<Particle*>::iterator i;
182 for(i = particles.begin(); i != particles.end(); ++i) {
183 GhostParticle* particle = (GhostParticle*) *i;
184 particle->pos.y -= particle->speed * elapsed_time;
185 particle->pos.x -= particle->speed * elapsed_time;
186 if(particle->pos.y > SCREEN_HEIGHT) {
187 particle->pos.y = fmodf(particle->pos.y , virtual_height);
188 particle->pos.x = rand() % int(virtual_width);
193 CloudParticleSystem::CloudParticleSystem()
195 cloudimage = new Surface("images/objects/particles/cloud.png");
197 virtual_width = 2000.0;
199 // create some random clouds
200 for(size_t i=0; i<15; ++i) {
201 CloudParticle* particle = new CloudParticle;
202 particle->pos.x = rand() % int(virtual_width);
203 particle->pos.y = rand() % int(virtual_height);
204 particle->texture = cloudimage;
205 particle->speed = -float(25 + rand() % 30);
207 particles.push_back(particle);
212 CloudParticleSystem::parse(const lisp::Lisp& reader)
214 reader.get("layer", layer);
218 CloudParticleSystem::write(lisp::Writer& writer)
220 writer.start_list("particles-clouds");
221 writer.write_int("layer", layer);
222 writer.end_list("particles-clouds");
225 CloudParticleSystem::~CloudParticleSystem()
230 void CloudParticleSystem::update(float elapsed_time)
232 std::vector<Particle*>::iterator i;
233 for(i = particles.begin(); i != particles.end(); ++i) {
234 CloudParticle* particle = (CloudParticle*) *i;
235 particle->pos.x += particle->speed * elapsed_time;