// 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.
+
#ifndef SUPERTUX_PARTICLESYSTEM_H
#define SUPERTUX_PARTICLESYSTEM_H
#include <vector>
-#include "texture.h"
+
+#include "video/surface.h"
+#include "special/game_object.h"
+#include "serializable.h"
+
+using namespace SuperTux;
+
+namespace SuperTux {
+class LispReader;
+}
+
+class DisplayManager;
/**
* This is the base class for particle systems. It is responsible for storing a
* initialize particles in the constructor and move them in the simulate
* function.
*/
-class ParticleSystem
+class ParticleSystem : public GameObject
{
public:
ParticleSystem();
virtual ~ParticleSystem();
- void draw(float scrollx, float scrolly, int layer);
-
- virtual void simulate(float elapsed_time) = 0;
+ virtual void draw(DrawingContext& context);
protected:
+ int layer;
+
class Particle
{
public:
virtual ~Particle()
{ }
- float x, y;
- int layer;
- texture_type* texture;
+ Vector pos;
+ Surface* texture;
};
std::vector<Particle*> particles;
float virtual_width, virtual_height;
};
-class SnowParticleSystem : public ParticleSystem
+class SnowParticleSystem : public ParticleSystem, public Serializable
{
public:
SnowParticleSystem();
virtual ~SnowParticleSystem();
- virtual void simulate(float elapsed_time);
+ void parse(LispReader& reader);
+ void write(LispWriter& writer);
+
+ virtual void action(float elapsed_time);
+
+ std::string type() const
+ { return "SnowParticleSystem"; }
private:
class SnowParticle : public Particle
float speed;
};
- texture_type snowimages[3];
+ Surface* snowimages[3];
};
-class CloudParticleSystem : public ParticleSystem
+class CloudParticleSystem : public ParticleSystem, public Serializable
{
public:
CloudParticleSystem();
virtual ~CloudParticleSystem();
- virtual void simulate(float elapsed_time);
+ void parse(LispReader& reader);
+ void write(LispWriter& writer);
+
+ virtual void action(float elapsed_time);
+
+ std::string type() const
+ { return "SnowParticleSystem"; }
private:
class CloudParticle : public Particle
float speed;
};
- texture_type cloudimage;
+ Surface* cloudimage;
};
#endif