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- // SuperTux
- // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
- // Copyright (C) 2024 bruhmoent
- //
- // 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 3 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, see <http://www.gnu.org/licenses/>.
- #ifndef HEADER_SUPERTUX_OBJECT_CLOUD_PARTICLE_SYSTEM_HPP
- #define HEADER_SUPERTUX_OBJECT_CLOUD_PARTICLE_SYSTEM_HPP
- #include "object/particlesystem.hpp"
- #include "video/surface_ptr.hpp"
- class ReaderMapping;
- /**
- * @scripting
- * @summary A ""CloudParticleSystem"" that was given a name can be controlled by scripts.
- * @instances A ""CloudParticleSystem"" is instantiated by placing a definition inside a level.
- It can then be accessed by its name from a script or via ""sector.name"" from the console.
- */
- class CloudParticleSystem final : public ParticleSystem
- {
- public:
- static void register_class(ssq::VM& vm);
- public:
- CloudParticleSystem();
- CloudParticleSystem(const ReaderMapping& reader);
- ~CloudParticleSystem() override;
- void init();
- virtual void update(float dt_sec) override;
- virtual void draw(DrawingContext& context) override;
- static std::string class_name() { return "particles-clouds"; }
- virtual std::string get_class_name() const override { return class_name(); }
- virtual std::string get_exposed_class_name() const override { return "CloudParticleSystem"; }
- static std::string display_name() { return _("Cloud Particles"); }
- virtual std::string get_display_name() const override { return display_name(); }
- virtual GameObjectClasses get_class_types() const override { return ParticleSystem::get_class_types().add(typeid(CloudParticleSystem)); }
- virtual ObjectSettings get_settings() override;
- virtual const std::string get_icon_path() const override {
- return "images/engine/editor/clouds.png";
- }
- /**
- * @scripting
- * @description Smoothly changes the clouds' X and Y speed to the given value in ""time"" seconds.
- * @param float $speed_x
- * @param float $speed_y
- * @param float $time
- */
- void fade_speed(float speed_x, float speed_y, float time);
- /**
- * @scripting
- * @description Smoothly changes the amount of particles to the given value in ""time"" seconds.
- * @param int $amount
- * @param float $time
- * @param float $time_between
- */
- void fade_amount(int amount, float time, float time_between);
- /**
- * @scripting
- * @description Smoothly changes the amount of particles to the given value in ""time"" seconds.
- * @param int $amount
- * @param float $time
- */
- inline void set_amount(int amount, float time) { fade_amount(amount, time, 0.f); }
- // Minimum and maximum multiplier for the amount of clouds
- static int constexpr const max_amount = 500;
- static int constexpr const min_amount = 0;
- /**
- * @scripting
- * @description Sets the horizontal speed of the cloud particles.
- * @param float $speed
- */
- inline void set_x_speed(float speed) { m_current_speed_x = speed; }
- /**
- * @scripting
- * @description Gets the horizontal speed of the cloud particles.
- * @return float
- */
- inline float get_x_speed() const { return m_current_speed_x; }
- /**
- * @scripting
- * @description Sets the vertical speed of the cloud particles.
- * @param float $speed
- */
- inline void set_y_speed(float speed) { m_current_speed_y = speed; }
- /**
- * @scripting
- * @description Gets the vertical speed of the cloud particles.
- * @return float
- */
- inline float get_y_speed() const { return m_current_speed_y; }
- /**
- * @scripting
- * @description Sets the fog's opacity.
- * @param float opacity
- */
- void set_fog_opacity(float opacity);
- /**
- * @scripting
- * @description Gets the fog's opacity.
- * @return float
- */
- inline float get_fog_opacity() const { return m_fog_opacity; }
- private:
- /** Returns the amount that got inserted (In case max_amount got hit) */
- int add_clouds(int amount, float fade_time);
- /** Returns the amount that got removed (In case min_amount got hit) */
- int remove_clouds(int amount, float fade_time);
- /** Applies the fog effect based on the intensity */
- void apply_fog_effect(DrawingContext& context);
- private:
- class CloudParticle : public Particle
- {
- public:
- float speed;
- float target_alpha;
- float target_time_remaining;
- CloudParticle() :
- speed(),
- target_alpha(),
- target_time_remaining()
- {}
- };
- SurfacePtr cloud_image;
- float m_current_speed_x;
- float m_target_speed_x;
- float m_speed_fade_time_remaining_x;
- float m_current_speed_y;
- float m_target_speed_y;
- float m_speed_fade_time_remaining_y;
- int m_current_amount;
- int m_current_real_amount;
- float m_fog_opacity;
- private:
- CloudParticleSystem(const CloudParticleSystem&) = delete;
- CloudParticleSystem& operator=(const CloudParticleSystem&) = delete;
- };
- #endif
- /* EOF */
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