X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Fparticlesystem_interactive.cpp;h=de9038aba32d7aa233db4c27f0d6768448ac1136;hb=555d1b7bebb45326d82d934e07463209837309b0;hp=0a9228abc4a078aca837ecaeb552c73de75dd18b;hpb=d963f8dc3d2c4e432d3eeecd15351169e10243da;p=supertux.git diff --git a/src/object/particlesystem_interactive.cpp b/src/object/particlesystem_interactive.cpp index 0a9228abc..de9038aba 100644 --- a/src/object/particlesystem_interactive.cpp +++ b/src/object/particlesystem_interactive.cpp @@ -61,7 +61,7 @@ ParticleSystem_Interactive::~ParticleSystem_Interactive() void ParticleSystem_Interactive::draw(DrawingContext& context) { context.push_transform(); - + std::vector::iterator i; for(i = particles.begin(); i != particles.end(); ++i) { Particle* particle = *i; @@ -74,7 +74,8 @@ void ParticleSystem_Interactive::draw(DrawingContext& context) 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; @@ -83,63 +84,69 @@ ParticleSystem_Interactive::collision(Particle* object, Vector movement) 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::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() @@ -270,6 +277,8 @@ CometParticleSystem::~CometParticleSystem() void CometParticleSystem::update(float elapsed_time) { + (void) elapsed_time; +#if 0 std::vector::iterator i; for( i = particles.begin(); i != particles.end(); ++i) { @@ -291,4 +300,5 @@ void CometParticleSystem::update(float elapsed_time) particle->pos.y = new_y; } } +#endif }