1// SuperTux
2// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
3//
4// This program is free software: you can redistribute it and/or modify
5// it under the terms of the GNU General Public License as published by
6// the Free Software Foundation, either version 3 of the License, or
7// (at your option) any later version.
8//
9// This program is distributed in the hope that it will be useful,
10// but WITHOUT ANY WARRANTY; without even the implied warranty of
11// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12// GNU General Public License for more details.
13//
14// You should have received a copy of the GNU General Public License
15// along with this program. If not, see <http://www.gnu.org/licenses/>.
16
17#include "object/rain_particle_system.hpp"
18
19#include <assert.h>
20
21#include "math/random.hpp"
22#include "object/camera.hpp"
23#include "object/rainsplash.hpp"
24#include "supertux/sector.hpp"
25#include "video/surface.hpp"
26#include "video/video_system.hpp"
27#include "video/viewport.hpp"
28
29RainParticleSystem::RainParticleSystem()
30{
31 init();
32}
33
34RainParticleSystem::RainParticleSystem(const ReaderMapping& reader) :
35 ParticleSystem_Interactive(reader)
36{
37 init();
38}
39
40RainParticleSystem::~RainParticleSystem()
41{
42}
43
44void RainParticleSystem::init()
45{
46 rainimages[0] = Surface::from_file("images/objects/particles/rain0.png");
47 rainimages[1] = Surface::from_file("images/objects/particles/rain1.png");
48
49 virtual_width = static_cast<float>(SCREEN_WIDTH) * 2.0f;
50
51 // create some random raindrops
52 size_t raindropcount = size_t(virtual_width/6.0f);
53 for (size_t i=0; i<raindropcount; ++i) {
54 auto particle = std::make_unique<RainParticle>();
55 particle->pos.x = static_cast<float>(graphicsRandom.rand(int(virtual_width)));
56 particle->pos.y = static_cast<float>(graphicsRandom.rand(int(virtual_height)));
57 int rainsize = graphicsRandom.rand(2);
58 particle->texture = rainimages[rainsize];
59 do {
60 particle->speed = (static_cast<float>(rainsize) + 1.0f) * 45.0f + graphicsRandom.randf(3.6f);
61 } while(particle->speed < 1);
62
63 particles.push_back(std::move(particle));
64 }
65}
66
67void RainParticleSystem::update(float dt_sec)
68{
69 if (!enabled)
70 return;
71
72 for (auto& it : particles) {
73 auto particle = dynamic_cast<RainParticle*>(it.get());
74 assert(particle);
75
76 float movement = particle->speed * dt_sec * Sector::get().get_gravity();
77 float abs_x = Sector::get().get_camera().get_translation().x;
78 float abs_y = Sector::get().get_camera().get_translation().y;
79 particle->pos.y += movement;
80 particle->pos.x -= movement;
81 int col = collision(particle, Vector(-movement, movement));
82 if ((particle->pos.y > static_cast<float>(SCREEN_HEIGHT) + abs_y) || (col >= 0)) {
83 //Create rainsplash
84 if ((particle->pos.y <= static_cast<float>(SCREEN_HEIGHT) + abs_y) && (col >= 1)){
85 bool vertical = (col == 2);
86 if (!vertical) { //check if collision happened from above
87 int splash_x, splash_y; // move outside if statement when
88 // uncommenting the else statement below.
89 splash_x = int(particle->pos.x);
90 splash_y = int(particle->pos.y) - (int(particle->pos.y) % 32) + 32;
91 Sector::get().add<RainSplash>(Vector(static_cast<float>(splash_x), static_cast<float>(splash_y)),
92 vertical);
93 }
94 // Uncomment the following to display vertical splashes, too
95 /* else {
96 splash_x = int(particle->pos.x) - (int(particle->pos.x) % 32) + 32;
97 splash_y = int(particle->pos.y);
98 Sector::get().add<RainSplash>(Vector(splash_x, splash_y),vertical);
99 } */
100 }
101 int new_x = graphicsRandom.rand(int(virtual_width)) + int(abs_x);
102 int new_y = 0;
103 //FIXME: Don't move particles over solid tiles
104 particle->pos.x = static_cast<float>(new_x);
105 particle->pos.y = static_cast<float>(new_y);
106 }
107 }
108}
109
110/* EOF */
111