#include "resources.hpp"
#include "main.hpp"
#include "object/camera.hpp"
+#include "random_generator.hpp"
-ParticleSystem::ParticleSystem()
+ParticleSystem::ParticleSystem(float max_particle_size)
+ : max_particle_size(max_particle_size)
{
- virtual_width = SCREEN_WIDTH;
- virtual_height = SCREEN_HEIGHT;
+ virtual_width = SCREEN_WIDTH + max_particle_size * 2;
+ virtual_height = SCREEN_HEIGHT + max_particle_size *2;
z_pos = LAYER_BACKGROUND1;
}
float scrolly = context.get_translation().y;
context.push_transform();
- context.set_translation(Vector(0,0));
+ context.set_translation(Vector(max_particle_size,max_particle_size));
std::vector<Particle*>::iterator i;
for(i = particles.begin(); i != particles.end(); ++i) {
// remap x,y coordinates onto screencoordinates
Vector pos;
+
pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
if(pos.x < 0) pos.x += virtual_width;
+
pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
if(pos.y < 0) pos.y += virtual_height;
- if(pos.x > SCREEN_WIDTH) pos.x -= virtual_width;
- if(pos.y > SCREEN_HEIGHT) pos.y -= virtual_height;
+
+ //if(pos.x > virtual_width) pos.x -= virtual_width;
+ //if(pos.y > virtual_height) pos.y -= virtual_height;
+
context.draw_surface(particle->texture, pos, z_pos);
}
SnowParticleSystem::SnowParticleSystem()
{
- snowimages[0] = new Surface("images/objects/particles/snow0.png");
+ snowimages[0] = new Surface("images/objects/particles/snow2.png");
snowimages[1] = new Surface("images/objects/particles/snow1.png");
- snowimages[2] = new Surface("images/objects/particles/snow2.png");
+ snowimages[2] = new Surface("images/objects/particles/snow0.png");
virtual_width = SCREEN_WIDTH * 2;
size_t snowflakecount = size_t(virtual_width/10.0);
for(size_t i=0; i<snowflakecount; ++i) {
SnowParticle* particle = new SnowParticle;
- particle->pos.x = fmodf(rand(), virtual_width);
- particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
- int snowsize = rand() % 3;
+ int snowsize = systemRandom.rand(3);
+
+ particle->pos.x = systemRandom.randf(virtual_width);
+ particle->pos.y = systemRandom.randf(SCREEN_HEIGHT);
+ particle->anchorx = particle->pos.x + (systemRandom.randf(-0.5, 0.5) * 16);
+ particle->drift_speed = systemRandom.randf(-0.5, 0.5) * 0.3;
+ particle->wobble = 0.0;
+
particle->texture = snowimages[snowsize];
- do {
- particle->speed = snowsize*.2 + (float(rand()%10)*.4);
- } while(particle->speed < 1);
- particle->speed *= 10; // gravity
+
+ particle->speed = 1 + (2 - snowsize)/2 + systemRandom.randf(1.8);
+ particle->speed *= 20; // gravity
particles.push_back(particle);
}
void SnowParticleSystem::update(float elapsed_time)
{
std::vector<Particle*>::iterator i;
+
for(i = particles.begin(); i != particles.end(); ++i) {
SnowParticle* particle = (SnowParticle*) *i;
+ float anchor_delta;
+
particle->pos.y += particle->speed * elapsed_time;
- if(particle->pos.y > SCREEN_HEIGHT + Sector::current()->camera->get_translation().y) {
- particle->pos.y = fmodf(particle->pos.y , virtual_height);
- particle->pos.x = rand() % int(virtual_width);
- }
+ particle->pos.x += particle->wobble * elapsed_time /* * particle->speed * 0.125*/;
+
+ anchor_delta = (particle->anchorx - particle->pos.x);
+ particle->wobble += (4 * anchor_delta * 0.05) + systemRandom.randf(-0.5, 0.5);
+ particle->wobble *= 0.99f;
+ particle->anchorx += particle->drift_speed * elapsed_time;
}
}
size_t ghostcount = 2;
for(size_t i=0; i<ghostcount; ++i) {
GhostParticle* particle = new GhostParticle;
- particle->pos.x = fmodf(rand(), virtual_width);
- particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
- int size = rand() % 2;
+ particle->pos.x = systemRandom.randf(virtual_width);
+ particle->pos.y = systemRandom.randf(SCREEN_HEIGHT);
+ int size = systemRandom.rand(2);
particle->texture = ghosts[size];
do {
- particle->speed = size*.2 + (float(rand()%10)*.4);
+ particle->speed = size*.2 + systemRandom.randf(3.6);
} while(particle->speed < 1);
particle->speed *= 50;
particles.push_back(particle);
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);
+ particle->pos.x = systemRandom.rand(static_cast<int>(virtual_width));
}
}
}
CloudParticleSystem::CloudParticleSystem()
+ : ParticleSystem(128)
{
cloudimage = new Surface("images/objects/particles/cloud.png");
// create some random clouds
for(size_t i=0; i<15; ++i) {
CloudParticle* particle = new CloudParticle;
- particle->pos.x = rand() % int(virtual_width);
- particle->pos.y = rand() % int(virtual_height);
+ particle->pos.x = systemRandom.rand(static_cast<int>(virtual_width));
+ particle->pos.y = systemRandom.rand(static_cast<int>(virtual_height));
particle->texture = cloudimage;
- particle->speed = -float(25 + rand() % 30);
+ particle->speed = -systemRandom.randf(25.0, 54.0);
particles.push_back(particle);
}