4 // Copyright (C) 2004 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.
26 #include "particlesystem.h"
27 #include "app/globals.h"
28 #include "video/drawing_context.h"
29 #include "lisp/parser.h"
30 #include "lisp/lisp.h"
31 #include "lisp/writer.h"
33 ParticleSystem::ParticleSystem()
35 virtual_width = screen->w;
36 virtual_height = screen->h;
37 layer = LAYER_BACKGROUND1;
40 ParticleSystem::~ParticleSystem()
42 std::vector<Particle*>::iterator i;
43 for(i = particles.begin(); i != particles.end(); ++i) {
48 void ParticleSystem::draw(DrawingContext& context)
50 float scrollx = context.get_translation().x;
51 float scrolly = context.get_translation().y;
53 context.push_transform();
54 context.set_translation(Vector(0,0));
56 std::vector<Particle*>::iterator i;
57 for(i = particles.begin(); i != particles.end(); ++i) {
58 Particle* particle = *i;
60 // remap x,y coordinates onto screencoordinates
62 pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
63 if(pos.x < 0) pos.x += virtual_width;
64 pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
65 if(pos.y < 0) pos.y += virtual_height;
67 if(pos.x > screen->w) pos.x -= virtual_width;
68 if(pos.y > screen->h) pos.y -= virtual_height;
69 context.draw_surface(particle->texture, pos, layer);
72 context.pop_transform();
75 SnowParticleSystem::SnowParticleSystem()
77 snowimages[0] = new Surface(datadir+"/images/shared/snow0.png", true);
78 snowimages[1] = new Surface(datadir+"/images/shared/snow1.png", true);
79 snowimages[2] = new Surface(datadir+"/images/shared/snow2.png", true);
81 virtual_width = screen->w * 2;
83 // create some random snowflakes
84 size_t snowflakecount = size_t(virtual_width/10.0);
85 for(size_t i=0; i<snowflakecount; ++i) {
86 SnowParticle* particle = new SnowParticle;
87 particle->pos.x = rand() % int(virtual_width);
88 particle->pos.y = rand() % screen->h;
89 int snowsize = rand() % 3;
90 particle->texture = snowimages[snowsize];
92 particle->speed = snowsize*.2 + (float(rand()%10)*.4);
93 } while(particle->speed < 1);
94 particle->speed *= 10; // gravity
96 particles.push_back(particle);
101 SnowParticleSystem::parse(const lisp::Lisp& reader)
103 reader.get("layer", layer);
107 SnowParticleSystem::write(lisp::Writer& writer)
109 writer.start_list("particles-snow");
110 writer.write_int("layer", layer);
111 writer.end_list("particles-snow");
114 SnowParticleSystem::~SnowParticleSystem()
117 delete snowimages[i];
120 void SnowParticleSystem::action(float elapsed_time)
122 std::vector<Particle*>::iterator i;
123 for(i = particles.begin(); i != particles.end(); ++i) {
124 SnowParticle* particle = (SnowParticle*) *i;
125 particle->pos.y += particle->speed * elapsed_time;
126 if(particle->pos.y > screen->h) {
127 particle->pos.y = fmodf(particle->pos.y , virtual_height);
128 particle->pos.x = rand() % int(virtual_width);
133 RainParticleSystem::RainParticleSystem()
135 rainimages[0] = new Surface(datadir+"/images/shared/rain0.png", true);
136 rainimages[1] = new Surface(datadir+"/images/shared/rain1.png", true);
138 virtual_width = screen->w * 2;
140 // create some random raindrops
141 size_t raindropcount = size_t(virtual_width/8.0);
142 for(size_t i=0; i<raindropcount; ++i) {
143 RainParticle* particle = new RainParticle;
144 particle->pos.x = rand() % int(virtual_width);
145 particle->pos.y = rand() % screen->h;
146 int rainsize = rand() % 2;
147 particle->texture = rainimages[rainsize];
149 particle->speed = (rainsize+1)*45 + (float(rand()%10)*.4);
150 } while(particle->speed < 1);
151 particle->speed *= 10; // gravity
153 particles.push_back(particle);
158 RainParticleSystem::parse(const lisp::Lisp& reader)
160 reader.get("layer", layer);
164 RainParticleSystem::write(lisp::Writer& writer)
166 writer.start_list("particles-rain");
167 writer.write_int("layer", layer);
168 writer.end_list("particles-rain");
171 RainParticleSystem::~RainParticleSystem()
174 delete rainimages[i];
177 void RainParticleSystem::action(float elapsed_time)
179 std::vector<Particle*>::iterator i;
180 for(i = particles.begin(); i != particles.end(); ++i) {
181 RainParticle* particle = (RainParticle*) *i;
182 particle->pos.y += particle->speed * elapsed_time;
183 particle->pos.x -= particle->speed * elapsed_time;
184 if(particle->pos.y > screen->h) {
185 particle->pos.y = fmodf(particle->pos.y , virtual_height);
186 particle->pos.x = rand() % int(virtual_width);
191 CloudParticleSystem::CloudParticleSystem()
193 cloudimage = new Surface(datadir + "/images/shared/cloud.png", true);
195 virtual_width = 2000.0;
197 // create some random clouds
198 for(size_t i=0; i<15; ++i) {
199 CloudParticle* particle = new CloudParticle;
200 particle->pos.x = rand() % int(virtual_width);
201 particle->pos.y = rand() % int(virtual_height);
202 particle->texture = cloudimage;
203 particle->speed = -float(25 + rand() % 30);
205 particles.push_back(particle);
210 CloudParticleSystem::parse(const lisp::Lisp& reader)
212 reader.get("layer", layer);
216 CloudParticleSystem::write(lisp::Writer& writer)
218 writer.start_list("particles-clouds");
219 writer.write_int("layer", layer);
220 writer.end_list("particles-clouds");
223 CloudParticleSystem::~CloudParticleSystem()
228 void CloudParticleSystem::action(float elapsed_time)
230 std::vector<Particle*>::iterator i;
231 for(i = particles.begin(); i != particles.end(); ++i) {
232 CloudParticle* particle = (CloudParticle*) *i;
233 particle->pos.x += particle->speed * elapsed_time;