#include "resources.h"
#include "main.h"
+#include "tile.h"
+#include "tilemap.h"
+#include "math/aatriangle.h"
+#include "collision.h"
+#include "collision_hit.h"
+
+
ParticleSystem::ParticleSystem()
{
virtual_width = SCREEN_WIDTH;
for(size_t i=0; i<raindropcount; ++i) {
RainParticle* particle = new RainParticle;
particle->pos.x = rand() % int(virtual_width);
- particle->pos.y = rand() % SCREEN_HEIGHT;
+ particle->pos.y = rand() % int(virtual_height);
int rainsize = rand() % 2;
particle->texture = rainimages[rainsize];
do {
void RainParticleSystem::update(float elapsed_time)
{
std::vector<Particle*>::iterator i;
- for(i = particles.begin(); i != particles.end(); ++i) {
+ for(
+ i = particles.begin(); i != particles.end(); ++i) {
RainParticle* particle = (RainParticle*) *i;
- particle->pos.y += particle->speed * elapsed_time;
- particle->pos.x -= particle->speed * elapsed_time;
- if(particle->pos.y > SCREEN_HEIGHT) {
- particle->pos.y = fmodf(particle->pos.y , virtual_height);
+ float movement = particle->speed * elapsed_time;
+ particle->pos.y += movement;
+ particle->pos.x -= movement;
+ if ((particle->pos.y > SCREEN_HEIGHT) || (collision(particle, Vector(-movement, movement)))) {
+ particle->pos.y = 0;
particle->pos.x = rand() % int(virtual_width);
}
}
}
+bool
+RainParticleSystem::collision(RainParticle* object, Vector movement)
+{
+ TileMap* solids = Sector::current()->solids;
+ // calculate rectangle where the object will move
+ float x1, x2;
+
+ /*if(object->get_movement().x >= 0) {
+ x1 = object->get_pos().x;
+ x2 = object->get_bbox().p2.x + object->get_movement().x;
+ } else {
+ x1 = object->get_pos().x + object->get_movement().x;
+ x2 = object->get_bbox().p2.x;
+ }*/
+ float y1, y2;
+ /*
+ if(object->get_movement().y >= 0) {
+ y1 = object->get_pos().y;
+ y2 = object->get_bbox().p2.y + object->get_movement().y;
+ } else {
+ y1 = object->get_pos().y + object->get_movement().y;
+ y2 = object->get_bbox().p2.y;
+ }*/
+ x1 = object->pos.x;
+ x2 = x1 + 32 + movement.x;
+ y1 = object->pos.y;
+ y2 = y1 + 32 + movement.y;
+
+ // 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
+ if(!(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;
+ }
+ }
+ }
+ }
+
+ // did we collide at all?
+ if(hit.time < 0)
+ return false; else return true;
+}
+
CloudParticleSystem::CloudParticleSystem()
{
cloudimage = new Surface(datadir + "/images/objects/particles/cloud.png", true);