From: Marek Moeckel Date: Sat, 14 May 2005 13:19:53 +0000 (+0000) Subject: added new class for particle systems that need absolute coordinates (currently only... X-Git-Url: https://git.verplant.org/?a=commitdiff_plain;h=951254e2bfeb3189244e25c13acefcc8eaf7b096;p=supertux.git added new class for particle systems that need absolute coordinates (currently only rain) improved rain, fixed some bugs, created some new ones :) SVN-Revision: 2482 --- diff --git a/data/images/sprites.strf b/data/images/sprites.strf index 56211ab12..7e785de94 100644 --- a/data/images/sprites.strf +++ b/data/images/sprites.strf @@ -1516,6 +1516,15 @@ (action (images "objects/unstable_tile/unstable_tile.png")) ) + + (sprite (name "rainsplash") + (action + (images "objects/particles/rainsplash-1.png" + "objects/particles/rainsplash-2.png" + "objects/particles/rainsplash-3.png" + "objects/particles/rainsplash-4.png") + ) + ) (sprite (name "worldmaptux") (action diff --git a/src/object/particlesystem.cpp b/src/object/particlesystem.cpp index f3e518e62..e0500f8c7 100644 --- a/src/object/particlesystem.cpp +++ b/src/object/particlesystem.cpp @@ -29,14 +29,6 @@ #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" - - ParticleSystem::ParticleSystem() { virtual_width = SCREEN_WIDTH; @@ -137,124 +129,6 @@ void SnowParticleSystem::update(float elapsed_time) } } -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/8.0); - 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; - particle->pos.y += movement; - particle->pos.x -= movement; - if ((particle->pos.y > SCREEN_HEIGHT) || (collision(particle, Vector(-movement, movement)))) { - particle->pos.y = Sector::current()->camera->get_translation().y; - 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; - 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; -} - CloudParticleSystem::CloudParticleSystem() { cloudimage = new Surface(datadir + "/images/objects/particles/cloud.png", true); diff --git a/src/object/particlesystem.h b/src/object/particlesystem.h index dde5f8744..05dd9f30d 100644 --- a/src/object/particlesystem.h +++ b/src/object/particlesystem.h @@ -97,31 +97,6 @@ private: Surface* snowimages[3]; }; -class RainParticleSystem : public ParticleSystem, 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; - }; - - bool collision(RainParticle* particle, Vector movement); - Surface* rainimages[2]; -}; - class CloudParticleSystem : public ParticleSystem, public Serializable { public: diff --git a/src/object/particlesystem_absolute.cpp b/src/object/particlesystem_absolute.cpp new file mode 100644 index 000000000..95e1ae539 --- /dev/null +++ b/src/object/particlesystem_absolute.cpp @@ -0,0 +1,204 @@ +// $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" + +//TODO: Try to equally distribute rain throughout the level +// Dynamically create splashes at collision spots +// Check why it can rain through boxes +// Add an option to set rain strength +ParticleSystem_Absolute::ParticleSystem_Absolute() +{ + virtual_width = SCREEN_WIDTH; + virtual_height = SCREEN_HEIGHT; + layer = LAYER_BACKGROUND1; +} + +ParticleSystem_Absolute::~ParticleSystem_Absolute() +{ + std::vector::iterator i; + for(i = particles.begin(); i != particles.end(); ++i) { + delete *i; + } +} + +void ParticleSystem_Absolute::draw(DrawingContext& context) +{ + //float scrollx = context.get_translation().x; + //float scrolly = context.get_translation().y; + + context.push_transform(); + //context.set_translation(Vector(0,0)); + + std::vector::iterator i; + for(i = particles.begin(); i != particles.end(); ++i) { + Particle* particle = *i; + + // remap x,y coordinates onto screencoordinates + /*Vector pos; + pos.x = fmodf(particle->pos.x - scrollx, virtual_width); + if(pos.x < 0) pos.x += virtual_width; + pos.y = fmodf(particle->pos.y - scrolly, virtual_height); + if(pos.y < 0) pos.y += virtual_height; + + if(pos.x > SCREEN_WIDTH) pos.x -= virtual_width; + if(pos.y > SCREEN_HEIGHT) pos.y -= virtual_height;*/ + context.draw_surface(particle->texture, particle->pos, layer); + } + + context.pop_transform(); +} + +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/4.0); + 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)))) { + particle->pos.y = 0; + particle->pos.x = rand() % int(abs_x + virtual_width); + } + } +} + +bool +RainParticleSystem::collision(RainParticle* 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); + //std::cout << "Tile at: " << x << "," << y << std::endl; + 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; +} diff --git a/src/object/particlesystem_absolute.h b/src/object/particlesystem_absolute.h new file mode 100644 index 000000000..1a3d13755 --- /dev/null +++ b/src/object/particlesystem_absolute.h @@ -0,0 +1,102 @@ +// $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 the base 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. + * The coordinate system used here is a virtual one. It would be a bad idea to + * populate whole levels with particles. So we're using a virtual rectangle + * here that is tiled onto the level when drawing. This rect.has the size + * (virtual_width, virtual_height). We're using modulo on the particle + * coordinates, so when a particle leaves left, it'll reenter at the right + * side. + * + * 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; +}; + +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; + }; + + bool collision(RainParticle* particle, Vector movement); + Surface* rainimages[2]; +}; + +#endif + diff --git a/src/sector.cpp b/src/sector.cpp index 8a53d0514..d911c4a4d 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -32,6 +32,7 @@ #include "object/camera.h" #include "object/background.h" #include "object/particlesystem.h" +#include "object/particlesystem_absolute.h" #include "object/tilemap.h" #include "lisp/parser.h" #include "lisp/lisp.h"