1 // $Id: ParticleSystem_Absolute.h 2462 2005-05-10 15:38:16Z wansti $
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.
19 #ifndef SUPERTUX_PARTICLESYSTEM_ABSOLUTE_H
20 #define SUPERTUX_PARTICLESYSTEM_ABSOLUTE_H
24 #include "video/surface.h"
25 #include "game_object.h"
26 #include "serializable.h"
28 #include "math/vector.h"
37 * This is an alternative class for particle systems. It is responsible for storing a
38 * set of particles with each having an x- and y-coordinate the number of the
39 * layer where it should be drawn and a texture.
40 * This version of the particle system class doesn't use virtual screen coordinates,
41 * but absolute ones. Particle systems which need absolute levels coordinates, such
42 * as rain, should be implemented here.
43 * Classes that implement a particle system should subclass from this class,
44 * initialize particles in the constructor and move them in the simulate
47 class ParticleSystem_Absolute : public GameObject
50 ParticleSystem_Absolute();
51 virtual ~ParticleSystem_Absolute();
53 virtual void draw(DrawingContext& context);
68 std::vector<Particle*> particles;
69 float virtual_width, virtual_height;
72 class RainParticleSystem : public ParticleSystem_Absolute, public Serializable
76 virtual ~RainParticleSystem();
78 void parse(const lisp::Lisp& lisp);
79 void write(lisp::Writer& writer);
81 virtual void update(float elapsed_time);
83 std::string type() const
84 { return "RainParticleSystem"; }
87 class RainParticle : public Particle
93 bool collision(RainParticle* particle, Vector movement);
94 Surface* rainimages[2];