#include <iostream>
#include <cmath>
-#include "particlesystem_interactive.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_interactive.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 "tile.h"
-#include "tilemap.h"
-#include "math/aatriangle.h"
-#include "collision.h"
-#include "collision_hit.h"
-#include "object/camera.h"
-#include "badguy/bomb.h"
+#include "tile.hpp"
+#include "tilemap.hpp"
+#include "math/aatriangle.hpp"
+#include "collision.hpp"
+#include "collision_hit.hpp"
+#include "object/camera.hpp"
+#include "object/rainsplash.hpp"
+#include "badguy/bomb.hpp"
-//TODO: Dynamically create splashes at collision spots
-// Find a way to make rain collide with objects like bonus blocks
+//TODO: Find a way to make rain collide with objects like bonus blocks
// Add an option to set rain strength
+// Fix rain being "respawned" over solid tiles
ParticleSystem_Interactive::ParticleSystem_Interactive()
{
virtual_width = SCREEN_WIDTH;
context.pop_transform();
}
-bool
+int
ParticleSystem_Interactive::collision(Particle* object, Vector movement)
{
TileMap* solids = Sector::current()->solids;
}
// did we collide at all?
- if(hit.time < 0)
- return false; else return true;
+ if(hit.time < 0) {
+ return -1; //no collision
+ }
+ else {
+ if ((hit.normal.x == 1) && (hit.normal.y == 0))
+ return 1; //collision from right
+ else return 0; //collision from above
+ }
}
RainParticleSystem::RainParticleSystem()
{
- rainimages[0] = new Surface(datadir+"/images/objects/particles/rain0.png", true);
- rainimages[1] = new Surface(datadir+"/images/objects/particles/rain1.png", true);
+ rainimages[0] = new Surface("images/objects/particles/rain0.png", true);
+ rainimages[1] = new Surface("images/objects/particles/rain1.png", true);
virtual_width = SCREEN_WIDTH * 2;
float abs_y = Sector::current()->camera->get_translation().y;
particle->pos.y += movement;
particle->pos.x -= movement;
- if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (collision(particle, Vector(-movement, movement)))) {
+ int col = collision(particle, Vector(-movement, movement));
+ if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
+ //Create rainsplash
+ if (particle->pos.y <= SCREEN_HEIGHT + abs_y){
+ bool vertical = (col == 1);
+ int splash_x, splash_y;
+ if (!vertical) { //check if collision happened from above
+ splash_x = int(particle->pos.x);
+ splash_y = int(particle->pos.y) - (int(particle->pos.y) % 32) + 32;
+ Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
+ }
+ // Uncomment the following to display vertical splashes, too
+ /* else {
+ splash_x = int(particle->pos.x) - (int(particle->pos.x) % 32) + 32;
+ splash_y = int(particle->pos.y);
+ Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
+ } */
+ }
int new_x = (rand() % int(virtual_width)) + int(abs_x);
int new_y = 0;
//FIXME: Don't move particles over solid tiles
CometParticleSystem::CometParticleSystem()
{
- cometimages[0] = new Surface(datadir+"/images/creatures/mr_bomb/exploding-left-0.png", true);
- cometimages[1] = new Surface(datadir+"/images/creatures/mr_bomb/exploding-left-0.png", true);
+ cometimages[0] = new Surface("images/creatures/mr_bomb/exploding-left-0.png", true);
+ cometimages[1] = new Surface("images/creatures/mr_bomb/exploding-left-0.png", true);
virtual_width = SCREEN_WIDTH * 2;
float abs_y = Sector::current()->camera->get_translation().y;
particle->pos.y += movement;
particle->pos.x -= movement;
- if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (collision(particle, Vector(-movement, movement)))) {
+ if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (collision(particle, Vector(-movement, movement)) >= 0)) {
if (particle->pos.y <= SCREEN_HEIGHT + abs_y) {
Sector::current()->add_object(new Bomb(particle->pos, LEFT));
}