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.
20 #ifndef SUPERTUX_PARTICLESYSTEM_H
21 #define SUPERTUX_PARTICLESYSTEM_H
24 #include "screen/texture.h"
25 #include "game_object.h"
26 #include "serializable.h"
32 * This is the base class for particle systems. It is responsible for storing a
33 * set of particles with each having an x- and y-coordinate the number of the
34 * layer where it should be drawn and a texture.
35 * The coordinate system used here is a virtual one. It would be a bad idea to
36 * populate whole levels with particles. So we're using a virtual rectangle
37 * here that is tiled onto the level when drawing. This rectangle has the size
38 * (virtual_width, virtual_height). We're using modulo on the particle
39 * coordinates, so when a particle leaves left, it'll reenter at the right
42 * Classes that implement a particle system should subclass from this class,
43 * initialize particles in the constructor and move them in the simulate
46 class ParticleSystem : public GameObject
50 virtual ~ParticleSystem();
52 virtual void draw(DrawingContext& context);
67 std::vector<Particle*> particles;
68 float virtual_width, virtual_height;
71 class SnowParticleSystem : public ParticleSystem, public Serializable
75 virtual ~SnowParticleSystem();
77 void parse(LispReader& reader);
78 void write(LispWriter& writer);
80 virtual void action(float elapsed_time);
82 std::string type() const
83 { return "SnowParticleSystem"; }
86 class SnowParticle : public Particle
92 Surface* snowimages[3];
95 class CloudParticleSystem : public ParticleSystem, public Serializable
98 CloudParticleSystem();
99 virtual ~CloudParticleSystem();
101 void parse(LispReader& reader);
102 void write(LispWriter& writer);
104 virtual void action(float elapsed_time);
106 std::string type() const
107 { return "SnowParticleSystem"; }
110 class CloudParticle : public Particle