// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-
#include <config.h>
#include <iostream>
#include <cmath>
#include "particlesystem.h"
-#include "app/globals.h"
#include "video/drawing_context.h"
#include "lisp/parser.h"
#include "lisp/lisp.h"
#include "lisp/writer.h"
+#include "resources.h"
+#include "main.h"
ParticleSystem::ParticleSystem()
{
- virtual_width = screen->w;
- virtual_height = screen->h;
+ virtual_width = SCREEN_WIDTH;
+ virtual_height = SCREEN_HEIGHT;
layer = LAYER_BACKGROUND1;
}
pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
if(pos.y < 0) pos.y += virtual_height;
- if(pos.x > screen->w) pos.x -= virtual_width;
- if(pos.y > screen->h) pos.y -= virtual_height;
+ if(pos.x > SCREEN_WIDTH) pos.x -= virtual_width;
+ if(pos.y > SCREEN_HEIGHT) pos.y -= virtual_height;
context.draw_surface(particle->texture, pos, layer);
}
snowimages[1] = new Surface(datadir+"/images/shared/snow1.png", true);
snowimages[2] = new Surface(datadir+"/images/shared/snow2.png", true);
- virtual_width = screen->w * 2;
+ virtual_width = SCREEN_WIDTH * 2;
// create some random snowflakes
size_t snowflakecount = size_t(virtual_width/10.0);
for(size_t i=0; i<snowflakecount; ++i) {
SnowParticle* particle = new SnowParticle;
particle->pos.x = rand() % int(virtual_width);
- particle->pos.y = rand() % screen->h;
+ particle->pos.y = rand() % SCREEN_HEIGHT;
int snowsize = rand() % 3;
particle->texture = snowimages[snowsize];
do {
for(i = particles.begin(); i != particles.end(); ++i) {
SnowParticle* particle = (SnowParticle*) *i;
particle->pos.y += particle->speed * elapsed_time;
- if(particle->pos.y > screen->h) {
+ if(particle->pos.y > SCREEN_HEIGHT) {
+ particle->pos.y = fmodf(particle->pos.y , virtual_height);
+ particle->pos.x = rand() % int(virtual_width);
+ }
+ }
+}
+
+RainParticleSystem::RainParticleSystem()
+{
+ rainimages[0] = new Surface(datadir+"/images/shared/rain0.png", true);
+ rainimages[1] = new Surface(datadir+"/images/shared/rain1.png", true);
+
+ virtual_width = SCREEN_WIDTH * 2;
+
+ // create some random raindrops
+ size_t raindropcount = size_t(virtual_width/8.0);
+ for(size_t i=0; i<raindropcount; ++i) {
+ RainParticle* particle = new RainParticle;
+ particle->pos.x = rand() % int(virtual_width);
+ particle->pos.y = rand() % SCREEN_HEIGHT;
+ int rainsize = rand() % 2;
+ particle->texture = rainimages[rainsize];
+ do {
+ particle->speed = (rainsize+1)*45 + (float(rand()%10)*.4);
+ } while(particle->speed < 1);
+ particle->speed *= 10; // gravity
+
+ particles.push_back(particle);
+ }
+}
+
+void
+RainParticleSystem::parse(const lisp::Lisp& reader)
+{
+ reader.get("layer", layer);
+}
+
+void
+RainParticleSystem::write(lisp::Writer& writer)
+{
+ writer.start_list("particles-rain");
+ writer.write_int("layer", layer);
+ writer.end_list("particles-rain");
+}
+
+RainParticleSystem::~RainParticleSystem()
+{
+ for(int i=0;i<2;++i)
+ delete rainimages[i];
+}
+
+void RainParticleSystem::action(float elapsed_time)
+{
+ std::vector<Particle*>::iterator i;
+ for(i = particles.begin(); i != particles.end(); ++i) {
+ RainParticle* particle = (RainParticle*) *i;
+ particle->pos.y += particle->speed * elapsed_time;
+ particle->pos.x -= particle->speed * elapsed_time;
+ if(particle->pos.y > SCREEN_HEIGHT) {
particle->pos.y = fmodf(particle->pos.y , virtual_height);
particle->pos.x = rand() % int(virtual_width);
}