// $Id: particlesystem.h 585 2004-04-20 11:09:34Z grumbel $ // // SuperTux // Copyright (C) 2004 Matthias Braun <matze@braunis.de> // // 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_H #define SUPERTUX_PARTICLESYSTEM_H #include <vector> #include "texture.h" /** * 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 rectangle 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 { public: ParticleSystem(); virtual ~ParticleSystem(); void draw(float scrollx, float scrolly, int layer); virtual void simulate(float elapsed_time) = 0; protected: class Particle { public: virtual ~Particle() { } float x, y; int layer; Surface* texture; }; std::vector<Particle*> particles; float virtual_width, virtual_height; }; class SnowParticleSystem : public ParticleSystem { public: SnowParticleSystem(); virtual ~SnowParticleSystem(); virtual void simulate(float elapsed_time); private: class SnowParticle : public Particle { public: float speed; }; Surface* snowimages[3]; }; class CloudParticleSystem : public ParticleSystem { public: CloudParticleSystem(); virtual ~CloudParticleSystem(); virtual void simulate(float elapsed_time); private: class CloudParticle : public Particle { public: float speed; }; Surface* cloudimage; }; #endif