#include "object/camera.hpp"
#include "object/rainsplash.hpp"
#include "badguy/bomb.hpp"
+#include "random_generator.hpp"
//TODO: Find a way to make rain collide with objects like bonus blocks
// Add an option to set rain strength
void ParticleSystem_Interactive::draw(DrawingContext& context)
{
context.push_transform();
-
+
std::vector<Particle*>::iterator i;
for(i = particles.begin(); i != particles.end(); ++i) {
Particle* particle = *i;
int
ParticleSystem_Interactive::collision(Particle* object, Vector movement)
{
- TileMap* solids = Sector::current()->solids;
+ using namespace collision;
+
// calculate rectangle where the object will move
float x1, x2;
float y1, y2;
y1 = object->pos.y;
y2 = y1 + 32 + movement.y;
bool water = false;
-
+
// 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, except water
- if (tile->getAttributes() & Tile::WATER)
- water = true;
- if(!water && !(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;
+ Constraints constraints;
+
+ for(std::list<TileMap*>::const_iterator i = Sector::current()->solid_tilemaps.begin(); i != Sector::current()->solid_tilemaps.end(); i++) {
+ TileMap* solids = *i;
+ 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, except water
+ if(! (tile->getAttributes() & (Tile::WATER | 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(rectangle_aatriangle(&constraints, dest, triangle)) {
+ if(tile->getAttributes() & Tile::WATER)
+ water = true;
+ }
+ } else { // normal rectangular tile
+ Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
+ if(intersects(dest, rect)) {
+ if(tile->getAttributes() & Tile::WATER)
+ water = true;
+ set_rectangle_rectangle_constraints(&constraints, dest, rect);
+ }
}
}
}
}
-
+
+
+ // TODO don't use magic numbers here...
+
// did we collide at all?
- if(hit.time < 0) {
- return -1; //no collision
- }
- else {
- if (water)
- return 0; //collision with water tile - don't draw splash
- else {
- if ((hit.normal.x == 1) && (hit.normal.y == 0))
- return 2; //collision from right
- else return 1; //collision from above
+ if(!constraints.has_constraints())
+ return -1;
+
+ const CollisionHit& hit = constraints.hit;
+ if (water) {
+ return 0; //collision with water tile - don't draw splash
+ } else {
+ if (hit.right || hit.left) {
+ return 2; //collision from right
+ } else {
+ return 1; //collision from above
}
}
+
+ return 0;
}
RainParticleSystem::RainParticleSystem()
size_t raindropcount = size_t(virtual_width/6.0);
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->pos.x = systemRandom.rand(int(virtual_width));
+ particle->pos.y = systemRandom.rand(int(virtual_height));
+ int rainsize = systemRandom.rand(2);
particle->texture = rainimages[rainsize];
do {
- particle->speed = (rainsize+1)*45 + (float(rand()%10)*.4);
+ particle->speed = (rainsize+1)*45 + systemRandom.randf(3.6);
} while(particle->speed < 1);
particle->speed *= 10; // gravity
Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
} */
}
- int new_x = (rand() % int(virtual_width)) + int(abs_x);
+ int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
int new_y = 0;
//FIXME: Don't move particles over solid tiles
particle->pos.x = new_x;
size_t cometcount = 2;
for(size_t i=0; i<cometcount; ++i) {
CometParticle* particle = new CometParticle;
- particle->pos.x = rand() % int(virtual_width);
- particle->pos.y = rand() % int(virtual_height);
- int cometsize = rand() % 2;
+ particle->pos.x = systemRandom.rand(int(virtual_width));
+ particle->pos.y = systemRandom.rand(int(virtual_height));
+ int cometsize = systemRandom.rand(2);
particle->texture = cometimages[cometsize];
do {
- particle->speed = (cometsize+1)*30 + (float(rand()%10)*.4);
+ particle->speed = (cometsize+1)*30 + systemRandom.randf(3.6);
} while(particle->speed < 1);
particle->speed *= 10; // gravity
void CometParticleSystem::update(float elapsed_time)
{
+ (void) elapsed_time;
+#if 0
std::vector<Particle*>::iterator i;
for(
i = particles.begin(); i != particles.end(); ++i) {
if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)) {
Sector::current()->add_object(new Bomb(particle->pos, LEFT));
}
- int new_x = (rand() % int(virtual_width)) + int(abs_x);
+ int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
int new_y = 0;
//FIXME: Don't move particles over solid tiles
particle->pos.x = new_x;
particle->pos.y = new_y;
}
}
+#endif
}