From: Marek Moeckel Date: Wed, 18 May 2005 16:35:14 +0000 (+0000) Subject: renamed particlesystem_absolute to _interactive X-Git-Url: https://git.verplant.org/?a=commitdiff_plain;h=2237dafae013852906fe1e15ae82eb38e555dec7;p=supertux.git renamed particlesystem_absolute to _interactive SVN-Revision: 2516 --- diff --git a/src/object/particlesystem_absolute.cpp b/src/object/particlesystem_absolute.cpp deleted file mode 100644 index e330820f3..000000000 --- a/src/object/particlesystem_absolute.cpp +++ /dev/null @@ -1,260 +0,0 @@ -// $Id: particlesystem.cpp 2470 2005-05-11 14:49:28Z wansti $ -// -// SuperTux -// Copyright (C) 2004 Matthias Braun -// -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// -// 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. -#include - -#include -#include - -#include "particlesystem_absolute.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 "tile.h" -#include "tilemap.h" -#include "math/aatriangle.h" -#include "collision.h" -#include "collision_hit.h" -#include "object/camera.h" -#include "badguy/bomb.h" - -//TODO: Dynamically create splashes at collision spots -// Find a way to make rain collide with objects like bonus blocks -// Add an option to set rain strength -ParticleSystem_Absolute::ParticleSystem_Absolute() -{ - virtual_width = SCREEN_WIDTH; - virtual_height = SCREEN_HEIGHT; - layer = LAYER_TILES; -} - -ParticleSystem_Absolute::~ParticleSystem_Absolute() -{ - std::vector::iterator i; - for(i = particles.begin(); i != particles.end(); ++i) { - delete *i; - } -} - -void ParticleSystem_Absolute::draw(DrawingContext& context) -{ - context.push_transform(); - - std::vector::iterator i; - for(i = particles.begin(); i != particles.end(); ++i) { - Particle* particle = *i; - context.draw_surface(particle->texture, particle->pos, layer); - } - - context.pop_transform(); -} - -bool -ParticleSystem_Absolute::collision(Particle* object, Vector movement) -{ - TileMap* solids = Sector::current()->solids; - // calculate rectangle where the object will move - float x1, x2; - float y1, y2; - 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; -} - -RainParticleSystem::RainParticleSystem() -{ - rainimages[0] = new Surface(datadir+"/images/objects/particles/rain0.png", true); - rainimages[1] = new Surface(datadir+"/images/objects/particles/rain1.png", true); - - virtual_width = SCREEN_WIDTH * 2; - - // create some random raindrops - size_t raindropcount = size_t(virtual_width/6.0); - for(size_t i=0; ipos.x = rand() % int(virtual_width); - particle->pos.y = rand() % int(virtual_height); - int rainsize = rand() % 2; - particle->texture = rainimages[rainsize]; - do { - particle->speed = (rainsize+1)*45 + (float(rand()%10)*.4); - } while(particle->speed < 1); - particle->speed *= 10; // gravity - - particles.push_back(particle); - } -} - -void -RainParticleSystem::parse(const lisp::Lisp& reader) -{ - reader.get("layer", layer); -} - -void -RainParticleSystem::write(lisp::Writer& writer) -{ - writer.start_list("particles-rain"); - writer.write_int("layer", layer); - writer.end_list("particles-rain"); -} - -RainParticleSystem::~RainParticleSystem() -{ - for(int i=0;i<2;++i) - delete rainimages[i]; -} - -void RainParticleSystem::update(float elapsed_time) -{ - std::vector::iterator i; - for( - i = particles.begin(); i != particles.end(); ++i) { - RainParticle* particle = (RainParticle*) *i; - float movement = particle->speed * elapsed_time; - float abs_x = Sector::current()->camera->get_translation().x; - 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 new_x = (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; - } - } -} - -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); - - virtual_width = SCREEN_WIDTH * 2; - - // create some random comets - size_t cometcount = 2; - for(size_t i=0; ipos.x = rand() % int(virtual_width); - particle->pos.y = rand() % int(virtual_height); - int cometsize = rand() % 2; - particle->texture = cometimages[cometsize]; - do { - particle->speed = (cometsize+1)*30 + (float(rand()%10)*.4); - } while(particle->speed < 1); - particle->speed *= 10; // gravity - - particles.push_back(particle); - } -} - -void -CometParticleSystem::parse(const lisp::Lisp& reader) -{ - reader.get("layer", layer); -} - -void -CometParticleSystem::write(lisp::Writer& writer) -{ - writer.start_list("particles-comets"); - writer.write_int("layer", layer); - writer.end_list("particles-comets"); -} - -CometParticleSystem::~CometParticleSystem() -{ - for(int i=0;i<2;++i) - delete cometimages[i]; -} - -void CometParticleSystem::update(float elapsed_time) -{ - std::vector::iterator i; - for( - i = particles.begin(); i != particles.end(); ++i) { - CometParticle* particle = (CometParticle*) *i; - float movement = particle->speed * elapsed_time; - float abs_x = Sector::current()->camera->get_translation().x; - 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) { - Sector::current()->add_object(new Bomb(particle->pos, LEFT)); - } - int new_x = (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; - } - } -} diff --git a/src/object/particlesystem_absolute.h b/src/object/particlesystem_absolute.h deleted file mode 100644 index d7ce95698..000000000 --- a/src/object/particlesystem_absolute.h +++ /dev/null @@ -1,122 +0,0 @@ -// $Id: ParticleSystem_Absolute.h 2462 2005-05-10 15:38:16Z wansti $ -// -// SuperTux -// Copyright (C) 2004 Matthias Braun -// -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. -// -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// -// 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_ABSOLUTE_H -#define SUPERTUX_PARTICLESYSTEM_ABSOLUTE_H - -#include - -#include "video/surface.h" -#include "game_object.h" -#include "serializable.h" -#include "sector.h" -#include "math/vector.h" - -namespace lisp { -class Lisp; -} - -class DisplayManager; - -/** - * This is an alternative class for particle systems. It is responsible for storing a - * set of particles with each having an x- and y-coordinate the number of the - * layer where it should be drawn and a texture. - * This version of the particle system class doesn't use virtual screen coordinates, - * but absolute ones. Particle systems which need absolute levels coordinates, such - * as rain, should be implemented here. - * Classes that implement a particle system should subclass from this class, - * initialize particles in the constructor and move them in the simulate - * function. - */ -class ParticleSystem_Absolute : public GameObject -{ -public: - ParticleSystem_Absolute(); - virtual ~ParticleSystem_Absolute(); - - virtual void draw(DrawingContext& context); - -protected: - int layer; - - class Particle - { - public: - virtual ~Particle() - { } - - Vector pos; - Surface* texture; - }; - - std::vector particles; - float virtual_width, virtual_height; - bool collision(Particle* particle, Vector movement); -}; - -class RainParticleSystem : public ParticleSystem_Absolute, public Serializable -{ -public: - RainParticleSystem(); - virtual ~RainParticleSystem(); - - void parse(const lisp::Lisp& lisp); - void write(lisp::Writer& writer); - - virtual void update(float elapsed_time); - - std::string type() const - { return "RainParticleSystem"; } - -private: - class RainParticle : public Particle - { - public: - float speed; - }; - - Surface* rainimages[2]; -}; - -class CometParticleSystem : public ParticleSystem_Absolute, public Serializable -{ -public: - CometParticleSystem(); - virtual ~CometParticleSystem(); - - void parse(const lisp::Lisp& lisp); - void write(lisp::Writer& writer); - - virtual void update(float elapsed_time); - - std::string type() const - { return "CometParticleSystem"; } - -private: - class CometParticle : public Particle - { - public: - float speed; - }; - - Surface* cometimages[2]; -}; - -#endif - diff --git a/src/object/particlesystem_interactive.cpp b/src/object/particlesystem_interactive.cpp new file mode 100644 index 000000000..5fd611d0a --- /dev/null +++ b/src/object/particlesystem_interactive.cpp @@ -0,0 +1,260 @@ +// $Id: particlesystem.cpp 2470 2005-05-11 14:49:28Z wansti $ +// +// SuperTux +// Copyright (C) 2004 Matthias Braun +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// 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. +#include + +#include +#include + +#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 "tile.h" +#include "tilemap.h" +#include "math/aatriangle.h" +#include "collision.h" +#include "collision_hit.h" +#include "object/camera.h" +#include "badguy/bomb.h" + +//TODO: Dynamically create splashes at collision spots +// Find a way to make rain collide with objects like bonus blocks +// Add an option to set rain strength +ParticleSystem_Interactive::ParticleSystem_Interactive() +{ + virtual_width = SCREEN_WIDTH; + virtual_height = SCREEN_HEIGHT; + layer = LAYER_TILES; +} + +ParticleSystem_Interactive::~ParticleSystem_Interactive() +{ + std::vector::iterator i; + for(i = particles.begin(); i != particles.end(); ++i) { + delete *i; + } +} + +void ParticleSystem_Interactive::draw(DrawingContext& context) +{ + context.push_transform(); + + std::vector::iterator i; + for(i = particles.begin(); i != particles.end(); ++i) { + Particle* particle = *i; + context.draw_surface(particle->texture, particle->pos, layer); + } + + context.pop_transform(); +} + +bool +ParticleSystem_Interactive::collision(Particle* object, Vector movement) +{ + TileMap* solids = Sector::current()->solids; + // calculate rectangle where the object will move + float x1, x2; + float y1, y2; + 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; +} + +RainParticleSystem::RainParticleSystem() +{ + rainimages[0] = new Surface(datadir+"/images/objects/particles/rain0.png", true); + rainimages[1] = new Surface(datadir+"/images/objects/particles/rain1.png", true); + + virtual_width = SCREEN_WIDTH * 2; + + // create some random raindrops + size_t raindropcount = size_t(virtual_width/6.0); + for(size_t i=0; ipos.x = rand() % int(virtual_width); + particle->pos.y = rand() % int(virtual_height); + int rainsize = rand() % 2; + particle->texture = rainimages[rainsize]; + do { + particle->speed = (rainsize+1)*45 + (float(rand()%10)*.4); + } while(particle->speed < 1); + particle->speed *= 10; // gravity + + particles.push_back(particle); + } +} + +void +RainParticleSystem::parse(const lisp::Lisp& reader) +{ + reader.get("layer", layer); +} + +void +RainParticleSystem::write(lisp::Writer& writer) +{ + writer.start_list("particles-rain"); + writer.write_int("layer", layer); + writer.end_list("particles-rain"); +} + +RainParticleSystem::~RainParticleSystem() +{ + for(int i=0;i<2;++i) + delete rainimages[i]; +} + +void RainParticleSystem::update(float elapsed_time) +{ + std::vector::iterator i; + for( + i = particles.begin(); i != particles.end(); ++i) { + RainParticle* particle = (RainParticle*) *i; + float movement = particle->speed * elapsed_time; + float abs_x = Sector::current()->camera->get_translation().x; + 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 new_x = (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; + } + } +} + +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); + + virtual_width = SCREEN_WIDTH * 2; + + // create some random comets + size_t cometcount = 2; + for(size_t i=0; ipos.x = rand() % int(virtual_width); + particle->pos.y = rand() % int(virtual_height); + int cometsize = rand() % 2; + particle->texture = cometimages[cometsize]; + do { + particle->speed = (cometsize+1)*30 + (float(rand()%10)*.4); + } while(particle->speed < 1); + particle->speed *= 10; // gravity + + particles.push_back(particle); + } +} + +void +CometParticleSystem::parse(const lisp::Lisp& reader) +{ + reader.get("layer", layer); +} + +void +CometParticleSystem::write(lisp::Writer& writer) +{ + writer.start_list("particles-comets"); + writer.write_int("layer", layer); + writer.end_list("particles-comets"); +} + +CometParticleSystem::~CometParticleSystem() +{ + for(int i=0;i<2;++i) + delete cometimages[i]; +} + +void CometParticleSystem::update(float elapsed_time) +{ + std::vector::iterator i; + for( + i = particles.begin(); i != particles.end(); ++i) { + CometParticle* particle = (CometParticle*) *i; + float movement = particle->speed * elapsed_time; + float abs_x = Sector::current()->camera->get_translation().x; + 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) { + Sector::current()->add_object(new Bomb(particle->pos, LEFT)); + } + int new_x = (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; + } + } +} diff --git a/src/object/particlesystem_interactive.h b/src/object/particlesystem_interactive.h new file mode 100644 index 000000000..c214fa32e --- /dev/null +++ b/src/object/particlesystem_interactive.h @@ -0,0 +1,122 @@ +// $Id: ParticleSystem_Interactive.h 2462 2005-05-10 15:38:16Z wansti $ +// +// SuperTux +// Copyright (C) 2004 Matthias Braun +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// 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_INTERACTIVE_H +#define SUPERTUX_PARTICLESYSTEM_INTERACTIVE_H + +#include + +#include "video/surface.h" +#include "game_object.h" +#include "serializable.h" +#include "sector.h" +#include "math/vector.h" + +namespace lisp { +class Lisp; +} + +class DisplayManager; + +/** + * This is an alternative class for particle systems. It is responsible for storing a + * set of particles with each having an x- and y-coordinate the number of the + * layer where it should be drawn and a texture. + * This version of the particle system class doesn't use virtual screen coordinates, + * but Interactive ones. Particle systems which need Interactive levels coordinates, such + * as rain, should be implemented here. + * Classes that implement a particle system should subclass from this class, + * initialize particles in the constructor and move them in the simulate + * function. + */ +class ParticleSystem_Interactive : public GameObject +{ +public: + ParticleSystem_Interactive(); + virtual ~ParticleSystem_Interactive(); + + virtual void draw(DrawingContext& context); + +protected: + int layer; + + class Particle + { + public: + virtual ~Particle() + { } + + Vector pos; + Surface* texture; + }; + + std::vector particles; + float virtual_width, virtual_height; + bool collision(Particle* particle, Vector movement); +}; + +class RainParticleSystem : public ParticleSystem_Interactive, public Serializable +{ +public: + RainParticleSystem(); + virtual ~RainParticleSystem(); + + void parse(const lisp::Lisp& lisp); + void write(lisp::Writer& writer); + + virtual void update(float elapsed_time); + + std::string type() const + { return "RainParticleSystem"; } + +private: + class RainParticle : public Particle + { + public: + float speed; + }; + + Surface* rainimages[2]; +}; + +class CometParticleSystem : public ParticleSystem_Interactive, public Serializable +{ +public: + CometParticleSystem(); + virtual ~CometParticleSystem(); + + void parse(const lisp::Lisp& lisp); + void write(lisp::Writer& writer); + + virtual void update(float elapsed_time); + + std::string type() const + { return "CometParticleSystem"; } + +private: + class CometParticle : public Particle + { + public: + float speed; + }; + + Surface* cometimages[2]; +}; + +#endif + diff --git a/src/sector.cpp b/src/sector.cpp index b040e1772..058f045e5 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -32,7 +32,7 @@ #include "object/camera.h" #include "object/background.h" #include "object/particlesystem.h" -#include "object/particlesystem_absolute.h" +#include "object/particlesystem_interactive.h" #include "object/tilemap.h" #include "lisp/parser.h" #include "lisp/lisp.h"