Remove particles when they get off the screen.
[supertux.git] / src / gameobjs.cpp
index e8ea305..efaf543 100644 (file)
@@ -32,6 +32,8 @@
 #include "resources.h"
 #include "sector.h"
 #include "tilemap.h"
+#include "video/drawing_context.h"
+#include "camera.h"
 
 BouncyDistro::BouncyDistro(const Vector& pos)
   : position(pos)
@@ -132,7 +134,7 @@ FloatingScore::action(float elapsed_time)
 void
 FloatingScore::draw(DrawingContext& context)
 {
-  context.draw_text(gold_text, str, position, LAYER_OBJECTS);
+  context.draw_text(gold_text, str, position, LEFT_ALLIGN, LAYER_OBJECTS);
 }
 
 /* Trampoline */
@@ -437,6 +439,74 @@ SmokeCloud::draw(DrawingContext& context)
   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)
+{
+  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
+
+    particles.push_back(particle);
+    }
+}
+
+Particles::~Particles()
+{
+  // free particles
+  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;
+
+  int camera_x = (int)Sector::current()->camera->get_translation().x;
+  int camera_y = (int)Sector::current()->camera->get_translation().y;
+
+  // update particles
+  for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+    {
+    (*i)->pos.x += sin((*i)->angle) * vel.x * elapsed_time;
+    (*i)->pos.y += cos((*i)->angle) * vel.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() && !live_forever) || particles.size() == 0)
+    remove_me();
+}
+
+void
+Particles::draw(DrawingContext& context)
+{
+  // draw particles
+  for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+    {
+    context.draw_filled_rect((*i)->pos, Vector(size,size), color, LAYER_OBJECTS+10);
+    }
+}
+
 void load_object_gfx()
 {
   img_trampoline = sprite_manager->load("trampoline");