#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 "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"
ParticleSystem::ParticleSystem()
{
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);
+ snowimages[0] = new Surface("images/objects/particles/snow0.png");
+ snowimages[1] = new Surface("images/objects/particles/snow1.png");
+ snowimages[2] = new Surface("images/objects/particles/snow2.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 = rand() % int(virtual_width);
- particle->pos.y = rand() % SCREEN_HEIGHT;
+ particle->pos.x = fmodf(rand(), virtual_width);
+ particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
int snowsize = rand() % 3;
particle->texture = snowimages[snowsize];
do {
// Ghosts don't change their movement pattern - not random
GhostParticleSystem::GhostParticleSystem()
{
- ghosts[0] = new Surface(datadir+"/images/objects/particles/ghost0.png", true);
- ghosts[1] = new Surface(datadir+"/images/objects/particles/ghost1.png", true);
+ ghosts[0] = new Surface("images/objects/particles/ghost0.png");
+ ghosts[1] = new Surface("images/objects/particles/ghost1.png");
virtual_width = SCREEN_WIDTH * 2;
size_t ghostcount = 2;
for(size_t i=0; i<ghostcount; ++i) {
GhostParticle* particle = new GhostParticle;
- particle->pos.x = rand() % int(virtual_width);
- particle->pos.y = rand() % SCREEN_HEIGHT;
+ particle->pos.x = fmodf(rand(), virtual_width);
+ particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
int size = rand() % 2;
particle->texture = ghosts[size];
do {
CloudParticleSystem::CloudParticleSystem()
{
- cloudimage = new Surface(datadir + "/images/objects/particles/cloud.png", true);
+ cloudimage = new Surface("images/objects/particles/cloud.png");
virtual_width = 2000.0;