Changed jump behaviour: Tux will now jump even if the button was pressed (up to)...
[supertux.git] / src / object / particlesystem.cpp
index 200b4c2..fa435be 100644 (file)
 #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 + MAX_PARTICLE_SIZE * 2;
-  virtual_height = SCREEN_HEIGHT + MAX_PARTICLE_SIZE *2;
+  virtual_width = SCREEN_WIDTH + max_particle_size * 2;
+  virtual_height = SCREEN_HEIGHT + max_particle_size *2;
   z_pos = LAYER_BACKGROUND1;
 }
 
@@ -53,7 +54,7 @@ void ParticleSystem::draw(DrawingContext& context)
   float scrolly = context.get_translation().y;
 
   context.push_transform();
-  context.set_translation(Vector(MAX_PARTICLE_SIZE,MAX_PARTICLE_SIZE));
+  context.set_translation(Vector(max_particle_size,max_particle_size));
 
   std::vector<Particle*>::iterator i;
   for(i = particles.begin(); i != particles.end(); ++i) {
@@ -90,15 +91,17 @@ SnowParticleSystem::SnowParticleSystem()
   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(1.0) - 0.5) * 16);
-    particle->anchordrift = (systemRandom.randf(1.0) - 0.5) * 0.3;
-    int snowsize = systemRandom.rand(3);
+    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 + systemRandom.randf(1.8);
-    } while(particle->speed < 1);
+
+    particle->speed = 1 + (2 - snowsize)/2 + systemRandom.randf(1.8);
     particle->speed *= 20; // gravity
 
     particles.push_back(particle);
@@ -127,19 +130,19 @@ SnowParticleSystem::~SnowParticleSystem()
 
 void SnowParticleSystem::update(float elapsed_time)
 {
-  float anchor_delta;
   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;
-    particle->pos.x = particle->anchorx;
-    anchor_delta = (particle->anchorx - particle->pos.x);
-    particle->wobble += (anchor_delta * 0.05) + (systemRandom.randf(1.0) - 0.5);
-    particle->wobble *= 0.99;
-    particle->anchorx += particle->anchordrift;
+    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;
   }
 }
 
@@ -160,10 +163,7 @@ GhostParticleSystem::GhostParticleSystem()
     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;
+    particle->speed = systemRandom.randf(std::max(50, (size * 10)), 180 + (size * 10));
     particles.push_back(particle);
   }
 }
@@ -197,12 +197,13 @@ void GhostParticleSystem::update(float 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((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");
 
@@ -211,10 +212,10 @@ CloudParticleSystem::CloudParticleSystem()
   // create some random clouds
   for(size_t i=0; i<15; ++i) {
     CloudParticle* particle = new CloudParticle;
-    particle->pos.x = systemRandom.rand((int)virtual_width);
-    particle->pos.y = systemRandom.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 = -systemRandom.randf(25, 54);
+    particle->speed = -systemRandom.randf(25.0, 54.0);
 
     particles.push_back(particle);
   }