#include "sector.h"
#include "tilemap.h"
#include "video/drawing_context.h"
+#include "camera.h"
BouncyDistro::BouncyDistro(const Vector& pos)
: position(pos)
draw_tile(context, shape.id, position + Vector(0, offset), LAYER_TILES+1);
}
-FloatingScore::FloatingScore(const Vector& pos, int score)
+FloatingText::FloatingText(const Vector& pos, const std::string& text_)
+ : position(pos), text(text_)
+{
+ timer.start(1000);
+ position.x -= text.size() * 8;
+}
+
+FloatingText::FloatingText(const Vector& pos, int score)
: position(pos)
{
timer.start(1000);
+
+ // turn int into a string
+ char str[10];
snprintf(str, 10, "%d", score);
- position.x -= strlen(str) * 8;
+ text = str;
+
+ position.x -= text.size() * 8;
}
void
-FloatingScore::action(float elapsed_time)
+FloatingText::action(float elapsed_time)
{
- position.y -= 2 * elapsed_time;
+ position.y -= 1.4 * elapsed_time;
if(!timer.check())
remove_me();
}
+#define FADING_TIME 350
+
void
-FloatingScore::draw(DrawingContext& context)
+FloatingText::draw(DrawingContext& context)
{
- context.draw_text(gold_text, str, position, LAYER_OBJECTS);
+ // make an alpha animation when disapearing
+ int alpha;
+ if(timer.get_left() < FADING_TIME)
+ alpha = timer.get_left() * 255 / FADING_TIME;
+ else
+ alpha = 255;
+
+ context.push_transform();
+ context.set_alpha(alpha);
+
+ context.draw_text(gold_text, text, position, LEFT_ALLIGN, LAYER_OBJECTS+1);
+
+ context.pop_transform();
}
/* Trampoline */
img_smoke_cloud->draw(context, position, LAYER_OBJECTS+1);
}
-Particles::Particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color_, int size_, int life_time)
- : color(color_), size(size_), vel(velocity), accel(acceleration)
+Particles::Particles(const Vector& epicenter, int min_angle, int max_angle, const Vector& initial_velocity, const Vector& acceleration, int number, Color color_, int size_, int life_time, int drawing_layer_)
+ : accel(acceleration), color(color_), size(size_), drawing_layer(drawing_layer_)
{
- timer.start(life_time);
+ if(life_time == 0)
+ {
+ live_forever = true;
+ }
+ else
+ {
+ live_forever = false;
+ timer.start(life_time);
+ }
// create particles
for(int p = 0; p < number; p++)
{
Particle* particle = new Particle;
particle->pos = epicenter;
- particle->angle = (rand() % 360) * (M_PI / 180); // in radius
+
+ float angle = ((rand() % (max_angle-min_angle))+min_angle)
+ * (M_PI / 180); // convert to radius
+ particle->vel.x = /*fabs*/(sin(angle)) * initial_velocity.x;
+// if(angle >= M_PI && angle < M_PI*2)
+// particle->vel.x *= -1; // work around to fix signal
+ particle->vel.y = /*fabs*/(cos(angle)) * initial_velocity.y;
+// if(angle >= M_PI_2 && angle < 3*M_PI_2)
+// particle->vel.y *= -1;
particles.push_back(particle);
}
Particles::~Particles()
{
// free particles
- for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+ for(std::vector<Particle*>::iterator i = particles.begin();
+ i < particles.end(); i++)
delete (*i);
}
void
Particles::action(float elapsed_time)
{
- vel.x += accel.x * elapsed_time;
- vel.y += accel.y * elapsed_time;
+ Vector camera = Sector::current()->camera->get_translation();
// update particles
- for(int p = 0; p < particles.size(); p++)
+ for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
{
- particles[p]->pos.x += sin(particles[p]->angle) * vel.x * elapsed_time;
- particles[p]->pos.y += cos(particles[p]->angle) * vel.y * elapsed_time;
+ (*i)->pos.x += (*i)->vel.x * elapsed_time;
+ (*i)->pos.y += (*i)->vel.y * elapsed_time;
+
+ (*i)->vel.x += accel.x * elapsed_time;
+ (*i)->vel.y += accel.y * elapsed_time;
+
+ if((*i)->pos.x < camera.x || (*i)->pos.x > screen->w + camera.x ||
+ (*i)->pos.y < camera.y || (*i)->pos.y > screen->h + camera.y)
+ {
+ delete (*i);
+ particles.erase(i);
+ }
}
- if(!timer.check())
+ if((!timer.check() && !live_forever) || particles.size() == 0)
remove_me();
}
Particles::draw(DrawingContext& context)
{
// draw particles
- for(int p = 0; p < particles.size(); p++)
+ for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
{
- context.draw_filled_rect(particles[p]->pos, Vector(size,size), color, LAYER_OBJECTS+10);
+ context.draw_filled_rect((*i)->pos, Vector(size,size), color, drawing_layer);
}
}