2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #ifndef HEADER_SUPERTUX_OBJECT_PARTICLESYSTEM_HPP
18 #define HEADER_SUPERTUX_OBJECT_PARTICLESYSTEM_HPP
22 #include "math/vector.hpp"
23 #include "supertux/game_object.hpp"
24 #include "util/reader.hpp"
31 * This is the base class for particle systems. It is responsible for storing a
32 * set of particles with each having an x- and y-coordinate the number of the
33 * layer where it should be drawn and a texture.
34 * The coordinate system used here is a virtual one. It would be a bad idea to
35 * populate whole levels with particles. So we're using a virtual rectangle
36 * here that is tiled onto the level when drawing. This rect.has the size
37 * (virtual_width, virtual_height). We're using modulo on the particle
38 * coordinates, so when a particle leaves left, it'll reenter at the right
41 * Classes that implement a particle system should subclass from this class,
42 * initialize particles in the constructor and move them in the simulate
45 class ParticleSystem : public GameObject
48 ParticleSystem(float max_particle_size = 60);
49 virtual ~ParticleSystem();
51 virtual void draw(DrawingContext& context);
69 Particle(const Particle&);
70 Particle& operator=(const Particle&);
73 float max_particle_size;
75 std::vector<Particle*> particles;
80 class SnowParticleSystem : public ParticleSystem
84 virtual ~SnowParticleSystem();
86 void parse(const Reader& lisp);
88 virtual void update(float elapsed_time);
90 std::string type() const
91 { return "SnowParticleSystem"; }
94 class SnowParticle : public Particle
110 Surface* snowimages[3];
113 SnowParticleSystem(const SnowParticleSystem&);
114 SnowParticleSystem& operator=(const SnowParticleSystem&);
117 class GhostParticleSystem : public ParticleSystem
120 GhostParticleSystem();
121 virtual ~GhostParticleSystem();
123 void parse(const Reader& lisp);
125 virtual void update(float elapsed_time);
127 std::string type() const
128 { return "GhostParticleSystem"; }
131 class GhostParticle : public Particle
144 GhostParticleSystem(const GhostParticleSystem&);
145 GhostParticleSystem& operator=(const GhostParticleSystem&);
148 class CloudParticleSystem : public ParticleSystem
151 CloudParticleSystem();
152 virtual ~CloudParticleSystem();
154 void parse(const Reader& lisp);
156 virtual void update(float elapsed_time);
158 std::string type() const
159 { return "CloudParticleSystem"; }
162 class CloudParticle : public Particle
175 CloudParticleSystem(const CloudParticleSystem&);
176 CloudParticleSystem& operator=(const CloudParticleSystem&);