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 #ifndef HEADER_SUPERTUX_OBJECT_PARTICLESYSTEM_HPP 18 #define HEADER_SUPERTUX_OBJECT_PARTICLESYSTEM_HPP 19 20 #include <vector> 21 22 #include "math/vector.hpp" 23 #include "squirrel/exposed_object.hpp" 24 #include "scripting/particlesystem.hpp" 25 #include "supertux/game_object.hpp" 26 #include "video/surface_ptr.hpp" 27 28 class ReaderMapping; 29 30 /** 31 This is the base class for particle systems. It is responsible for 32 storing a set of particles with each having an x- and y-coordinate 33 the number of the layer where it should be drawn and a texture. 34 35 The coordinate system used here is a virtual one. It would be a bad 36 idea to populate whole levels with particles. So we're using a 37 virtual rectangle here that is tiled onto the level when drawing. 38 This rect.has the size (virtual_width, virtual_height). We're using 39 modulo on the particle coordinates, so when a particle leaves left, 40 it'll reenter at the right side. 41 42 Classes that implement a particle system should subclass from this 43 class, initialize particles in the constructor and move them in the 44 simulate function. 45 */ 46 class ParticleSystem : public GameObject, 47 public ExposedObject<ParticleSystem, scripting::ParticleSystem> 48 { 49 public: 50 ParticleSystem(const ReaderMapping& reader, float max_particle_size = 60); 51 ParticleSystem(float max_particle_size = 60); 52 ~ParticleSystem() override; 53 54 virtual void draw(DrawingContext& context) override; 55 get_class() const56 virtual std::string get_class() const override { return "particle-system"; } get_display_name() const57 virtual std::string get_display_name() const override { return _("Particle system"); } 58 virtual ObjectSettings get_settings() override; 59 60 void set_enabled(bool enabled_); 61 bool get_enabled() const; 62 get_layer() const63 int get_layer() const { return z_pos; } 64 65 protected: 66 class Particle 67 { 68 public: Particle()69 Particle() : 70 pos(0.0f, 0.0f), 71 angle(), 72 texture(), 73 alpha(), 74 scale(1.f) // This currently only works in the custom particle system 75 {} 76 ~Particle()77 virtual ~Particle() 78 {} 79 80 Vector pos; 81 // angle at which to draw particle 82 float angle; 83 SurfacePtr texture; 84 float alpha; 85 float scale; // see initializer 86 87 private: 88 Particle(const Particle&) = delete; 89 Particle& operator=(const Particle&) = delete; 90 }; 91 92 protected: 93 float max_particle_size; 94 int z_pos; 95 std::vector<std::unique_ptr<Particle> > particles; 96 float virtual_width; 97 float virtual_height; 98 bool enabled; 99 100 private: 101 ParticleSystem(const ParticleSystem&) = delete; 102 ParticleSystem& operator=(const ParticleSystem&) = delete; 103 }; 104 105 #endif 106 107 /* EOF */ 108