// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2004 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// 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 "video/drawing_context.h"
-#include "lisp/parser.h"
-#include "lisp/lisp.h"
-#include "lisp/writer.h"
-#include "resources.h"
-#include "main.h"
-
-#include "tile.h"
-#include "tilemap.h"
-#include "math/aatriangle.h"
-#include "collision.h"
-#include "collision_hit.h"
-#include "object/camera.h"
-
+#include "particlesystem.hpp"
+#include "video/drawing_context.hpp"
+#include "lisp/parser.hpp"
+#include "lisp/lisp.hpp"
+#include "lisp/writer.hpp"
+#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;
- layer = LAYER_BACKGROUND1;
+ virtual_width = SCREEN_WIDTH + max_particle_size * 2;
+ virtual_height = SCREEN_HEIGHT + max_particle_size *2;
+ z_pos = LAYER_BACKGROUND1;
}
ParticleSystem::~ParticleSystem()
{
- std::vector<Particle*>::iterator i;
- for(i = particles.begin(); i != particles.end(); ++i) {
- delete *i;
- }
+ std::vector<Particle*>::iterator i;
+ for(i = particles.begin(); i != particles.end(); ++i) {
+ delete *i;
+ }
}
void ParticleSystem::draw(DrawingContext& context)
float scrolly = context.get_translation().y;
context.push_transform();
- context.set_translation(Vector(0,0));
-
- std::vector<Particle*>::iterator i;
- for(i = particles.begin(); i != particles.end(); ++i) {
- Particle* particle = *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;
- context.draw_surface(particle->texture, pos, layer);
- }
+ context.set_translation(Vector(max_particle_size,max_particle_size));
+
+ std::vector<Particle*>::iterator i;
+ for(i = particles.begin(); i != particles.end(); ++i) {
+ Particle* particle = *i;
+
+ // remap x,y coordinates onto screencoordinates
+ Vector pos;
- context.pop_transform();
+ 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 > virtual_width) pos.x -= virtual_width;
+ //if(pos.y > virtual_height) pos.y -= virtual_height;
+
+ context.draw_surface(particle->texture, pos, z_pos);
+ }
+
+ context.pop_transform();
}
SnowParticleSystem::SnowParticleSystem()
{
- snowimages[0] = new Surface(datadir+"/images/objects/particles/snow0.png", true);
- snowimages[1] = new Surface(datadir+"/images/objects/particles/snow1.png", true);
- snowimages[2] = new Surface(datadir+"/images/objects/particles/snow2.png", true);
-
- 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_HEIGHT;
- int snowsize = rand() % 3;
- particle->texture = snowimages[snowsize];
- do {
- particle->speed = snowsize*.2 + (float(rand()%10)*.4);
- } while(particle->speed < 1);
- particle->speed *= 10; // gravity
-
- particles.push_back(particle);
- }
+ 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/snow0.png");
+
+ 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;
+ 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];
+
+ particle->speed = 1 + (2 - snowsize)/2 + systemRandom.randf(1.8);
+ particle->speed *= 20; // gravity
+
+ particles.push_back(particle);
+ }
}
void
SnowParticleSystem::parse(const lisp::Lisp& reader)
{
- reader.get("layer", layer);
+ reader.get("z-pos", z_pos);
}
void
SnowParticleSystem::write(lisp::Writer& writer)
{
writer.start_list("particles-snow");
- writer.write_int("layer", layer);
+ writer.write_int("z-pos", z_pos);
writer.end_list("particles-snow");
}
void SnowParticleSystem::update(float elapsed_time)
{
- std::vector<Particle*>::iterator i;
- for(i = particles.begin(); i != particles.end(); ++i) {
- SnowParticle* particle = (SnowParticle*) *i;
- particle->pos.y += 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);
- }
- }
+ 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;
+ 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;
+ }
}
-RainParticleSystem::RainParticleSystem()
-{
- rainimages[0] = new Surface(datadir+"/images/objects/particles/rain0.png", true);
- rainimages[1] = new Surface(datadir+"/images/objects/particles/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() % int(virtual_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);
- }
+//FIXME: Sometimes both ghosts have the same image
+// Ghosts don't change their movement pattern - not random
+GhostParticleSystem::GhostParticleSystem()
+{
+ ghosts[0] = new Surface("images/objects/particles/ghost0.png");
+ ghosts[1] = new Surface("images/objects/particles/ghost1.png");
+
+ virtual_width = SCREEN_WIDTH * 2;
+
+ // create two ghosts
+ size_t ghostcount = 2;
+ for(size_t i=0; i<ghostcount; ++i) {
+ GhostParticle* particle = new GhostParticle;
+ 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 + systemRandom.randf(3.6);
+ } while(particle->speed < 1);
+ particle->speed *= 50;
+ particles.push_back(particle);
+ }
}
void
-RainParticleSystem::parse(const lisp::Lisp& reader)
+GhostParticleSystem::parse(const lisp::Lisp& reader)
{
- reader.get("layer", layer);
+ reader.get("z-pos", z_pos);
}
void
-RainParticleSystem::write(lisp::Writer& writer)
+GhostParticleSystem::write(lisp::Writer& writer)
{
- writer.start_list("particles-rain");
- writer.write_int("layer", layer);
- writer.end_list("particles-rain");
+ writer.start_list("particles-ghosts");
+ writer.write_int("z-pos", z_pos);
+ writer.end_list("particles-ghosts");
}
-RainParticleSystem::~RainParticleSystem()
+GhostParticleSystem::~GhostParticleSystem()
{
for(int i=0;i<2;++i)
- delete rainimages[i];
-}
-
-void RainParticleSystem::update(float elapsed_time)
-{
- std::vector<Particle*>::iterator i;
- for(
- i = particles.begin(); i != particles.end(); ++i) {
- RainParticle* particle = (RainParticle*) *i;
- float movement = particle->speed * elapsed_time;
- particle->pos.y += movement;
- particle->pos.x -= movement;
- if ((particle->pos.y > SCREEN_HEIGHT) || (collision(particle, Vector(-movement, movement)))) {
- particle->pos.y = Sector::current()->camera->get_translation().y;
- particle->pos.x = rand() % int(virtual_width);
- }
- }
+ delete ghosts[i];
}
-bool
-RainParticleSystem::collision(RainParticle* object, Vector movement)
+void GhostParticleSystem::update(float elapsed_time)
{
- TileMap* solids = Sector::current()->solids;
- // calculate rectangle where the object will move
- float x1, x2;
- float y1, y2;
- x1 = object->pos.x;
- x2 = x1 + 32 + movement.x;
- y1 = object->pos.y;
- y2 = y1 + 32 + movement.y;
-
- // test with all tiles in this rectangle
- int starttilex = int(x1-1) / 32;
- int starttiley = int(y1-1) / 32;
- int max_x = int(x2+1);
- int max_y = int(y2+1);
-
- CollisionHit temphit, hit;
- Rect dest = Rect(x1, y1, x2, y2);
- dest.move(movement);
- hit.time = -1; // represents an invalid value
- for(int x = starttilex; x*32 < max_x; ++x) {
- for(int y = starttiley; y*32 < max_y; ++y) {
- const Tile* tile = solids->get_tile(x, y);
- if(!tile)
- continue;
- // skip non-solid tiles
- if(!(tile->getAttributes() & Tile::SOLID))
- continue;
-
- if(tile->getAttributes() & Tile::SLOPE) { // slope tile
- AATriangle triangle;
- Vector p1(x*32, y*32);
- Vector p2((x+1)*32, (y+1)*32);
- triangle = AATriangle(p1, p2, tile->getData());
-
- if(Collision::rectangle_aatriangle(temphit, dest, movement,
- triangle)) {
- if(temphit.time > hit.time)
- hit = temphit;
- }
- } else { // normal rectangular tile
- Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
- if(Collision::rectangle_rectangle(temphit, dest,
- movement, rect)) {
- if(temphit.time > hit.time)
- hit = temphit;
- }
- }
+ std::vector<Particle*>::iterator i;
+ for(i = particles.begin(); i != particles.end(); ++i) {
+ GhostParticle* particle = (GhostParticle*) *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 = systemRandom.rand(static_cast<int>(virtual_width));
}
}
-
- // did we collide at all?
- if(hit.time < 0)
- return false; else return true;
}
CloudParticleSystem::CloudParticleSystem()
+ : ParticleSystem(128)
{
- cloudimage = new Surface(datadir + "/images/objects/particles/cloud.png", true);
+ cloudimage = new Surface("images/objects/particles/cloud.png");
- virtual_width = 2000.0;
+ virtual_width = 2000.0;
- // 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->texture = cloudimage;
- particle->speed = -float(25 + rand() % 30);
+ // create some random clouds
+ for(size_t i=0; i<15; ++i) {
+ CloudParticle* particle = new CloudParticle;
+ 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 = -systemRandom.randf(25.0, 54.0);
- particles.push_back(particle);
- }
+ particles.push_back(particle);
+ }
}
void
CloudParticleSystem::parse(const lisp::Lisp& reader)
{
- reader.get("layer", layer);
+ reader.get("z-pos", z_pos);
}
void
CloudParticleSystem::write(lisp::Writer& writer)
{
writer.start_list("particles-clouds");
- writer.write_int("layer", layer);
+ writer.write_int("z-pos", z_pos);
writer.end_list("particles-clouds");
}
void CloudParticleSystem::update(float elapsed_time)
{
- std::vector<Particle*>::iterator i;
- for(i = particles.begin(); i != particles.end(); ++i) {
- CloudParticle* particle = (CloudParticle*) *i;
- particle->pos.x += particle->speed * elapsed_time;
- }
+ std::vector<Particle*>::iterator i;
+ for(i = particles.begin(); i != particles.end(); ++i) {
+ CloudParticle* particle = (CloudParticle*) *i;
+ particle->pos.x += particle->speed * elapsed_time;
+ }
}