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- // SuperTux
- // Copyright (C) 2020 A. Semphris <semphris@protonmail.com>
- //
- // 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/>.
- #include "object/rain_particle_system.hpp"
- #include <assert.h>
- #include <math.h>
- #include <simplesquirrel/class.hpp>
- #include <simplesquirrel/vm.hpp>
- #include "math/easing.hpp"
- #include "math/random.hpp"
- #include "math/util.hpp"
- #include "object/camera.hpp"
- #include "object/rainsplash.hpp"
- #include "supertux/sector.hpp"
- #include "util/reader.hpp"
- #include "util/reader_mapping.hpp"
- #include "video/drawing_context.hpp"
- #include "video/surface.hpp"
- #include "video/video_system.hpp"
- #include "video/viewport.hpp"
- RainParticleSystem::RainParticleSystem() :
- m_current_speed(1.f),
- m_target_speed(1.f),
- m_speed_fade_time_remaining(0.f),
- m_begin_angle(45.f),
- m_current_angle(45.f),
- m_target_angle(45.f),
- m_angle_fade_time_remaining(0.f),
- m_angle_fade_time_total(0.f),
- m_angle_easing(getEasingByName(EaseNone)),
- m_current_amount(1.f),
- m_target_amount(1.f),
- m_amount_fade_time_remaining(0.f),
- m_current_real_amount(0.f)
- {
- init();
- }
- RainParticleSystem::RainParticleSystem(const ReaderMapping& reader) :
- ParticleSystem_Interactive(reader),
- m_current_speed(1.f),
- m_target_speed(1.f),
- m_speed_fade_time_remaining(0.f),
- m_begin_angle(45.f),
- m_current_angle(45.f),
- m_target_angle(45.f),
- m_angle_fade_time_remaining(0.f),
- m_angle_fade_time_total(0.f),
- m_angle_easing(getEasingByName(EaseNone)),
- m_current_amount(1.f),
- m_target_amount(1.f),
- m_amount_fade_time_remaining(0.f),
- m_current_real_amount(0.f)
- {
- reader.get("intensity", m_current_amount, 1.f);
- reader.get("angle", m_current_angle, 1.f);
- reader.get("speed", m_current_speed, 1.f);
- init();
- }
- RainParticleSystem::~RainParticleSystem()
- {
- }
- void RainParticleSystem::init()
- {
- rainimages[0] = Surface::from_file("images/particles/rain0.png");
- rainimages[1] = Surface::from_file("images/particles/rain1.png");
- virtual_width = static_cast<float>(SCREEN_WIDTH) * 2.0f;
- // create some random raindrops
- set_amount(m_current_amount);
- }
- ObjectSettings
- RainParticleSystem::get_settings()
- {
- ObjectSettings result = ParticleSystem::get_settings();
- result.add_float(_("Intensity"), &m_current_amount, "intensity", 1.f);
- result.add_float(_("Angle"), &m_current_angle, "angle", 1.f);
- result.add_float(_("Speed"), &m_current_speed, "speed", 1.f);
- result.reorder({"intensity", "angle", "speed", "enabled", "name"});
- return result;
- }
- void RainParticleSystem::set_amount(float amount)
- {
- // Don't spawn too many particles to avoid destroying the player's computer
- float real_amount = math::clamp(amount, min_amount, max_amount);
- int old_raindropcount = static_cast<int>(virtual_width*m_current_real_amount/6.0f);
- int new_raindropcount = static_cast<int>(virtual_width*real_amount/6.0f);
- int delta = new_raindropcount - old_raindropcount;
- if (delta > 0) {
- for (int i=0; i<delta; ++i) {
- auto particle = std::make_unique<RainParticle>();
- particle->pos.x = static_cast<float>(graphicsRandom.rand(int(virtual_width)));
- particle->pos.y = static_cast<float>(graphicsRandom.rand(int(virtual_height)));
- int rainsize = graphicsRandom.rand(2);
- particle->texture = rainimages[rainsize];
- do {
- particle->speed = ((static_cast<float>(rainsize) + 1.0f) * 45.0f + graphicsRandom.randf(3.6f));
- } while(particle->speed < 1);
- particles.push_back(std::move(particle));
- }
- } else if (delta < 0) {
- for (int i=0; i>delta; --i) {
- particles.pop_back();
- }
- }
- m_current_real_amount = real_amount;
- }
- void RainParticleSystem::set_angle(float angle)
- {
- for (const auto& particle : particles)
- particle->angle = angle;
- }
- void RainParticleSystem::update(float dt_sec)
- {
- if (!enabled)
- return;
- // Update amount
- if (m_amount_fade_time_remaining > 0.f) {
- if (dt_sec >= m_amount_fade_time_remaining) {
- m_current_amount = m_target_amount;
- m_amount_fade_time_remaining = 0.f;
- // Test below
- /*if (m_current_amount > 1.1f) {
- m_target_amount = 0.1f;
- } else {
- m_target_amount = 5.f;
- }
- m_amount_fade_time_remaining = 2.f;*/
- // Test above
- } else {
- float amount = dt_sec / m_amount_fade_time_remaining;
- m_current_amount += (m_target_amount - m_current_amount) * amount;
- m_amount_fade_time_remaining -= dt_sec;
- }
- }
- set_amount(m_current_amount);
- // Update speed
- if (m_speed_fade_time_remaining > 0.f) {
- if (dt_sec >= m_speed_fade_time_remaining) {
- m_current_speed = m_target_speed;
- m_speed_fade_time_remaining = 0.f;
- } else {
- float amount = dt_sec / m_speed_fade_time_remaining;
- m_current_speed += (m_target_speed - m_current_speed) * amount;
- m_speed_fade_time_remaining -= dt_sec;
- }
- }
- // Update angle
- if (m_angle_fade_time_remaining > 0.f) {
- if (dt_sec >= m_angle_fade_time_remaining) {
- m_current_angle = m_target_angle;
- m_angle_fade_time_remaining = 0.f;
- } else {
- m_angle_fade_time_remaining -= dt_sec;
- float progress = 1.f - m_angle_fade_time_remaining / m_angle_fade_time_total;
- progress = static_cast<float>(m_angle_easing(static_cast<double>(progress)));
- m_current_angle = progress * (m_target_angle - m_begin_angle) + m_begin_angle;
- }
- set_angle(m_current_angle);
- }
- const auto& cam_translation = Sector::get().get_camera().get_translation();
- float movement_multiplier = dt_sec * Sector::get().get_gravity() * m_current_speed * 1.41421353f;
- float abs_x = cam_translation.x;
- float abs_y = cam_translation.y;
- for (auto& it : particles) {
- auto particle = dynamic_cast<RainParticle*>(it.get());
- assert(particle);
- float movement = particle->speed * movement_multiplier;
- particle->pos.y += movement * cosf((particle->angle + 45.f) * 3.14159265f / 180.f);
- particle->pos.x -= movement * sinf((particle->angle + 45.f) * 3.14159265f / 180.f);
- int col = collision(particle, Vector(-movement, movement));
- if ((particle->pos.y > static_cast<float>(SCREEN_HEIGHT) + abs_y) || (col >= 0)) {
- //Create rainsplash
- if ((particle->pos.y <= static_cast<float>(SCREEN_HEIGHT) + abs_y) && (col >= 1)){
- bool vertical = (col == 2);
- if (!vertical) { //check if collision happened from above
- int splash_x, splash_y; // move outside if statement when
- // uncommenting the else statement below.
- splash_x = int(particle->pos.x);
- splash_y = int(particle->pos.y) - (int(particle->pos.y) % 32) + 32;
- Sector::get().add<RainSplash>(Vector(static_cast<float>(splash_x), static_cast<float>(splash_y)),
- vertical);
- }
- // Uncomment the following to display vertical splashes, too
- /* else {
- splash_x = int(particle->pos.x) - (int(particle->pos.x) % 32) + 32;
- splash_y = int(particle->pos.y);
- Sector::get().add<RainSplash>(Vector(splash_x, splash_y),vertical);
- } */
- }
- int new_x = graphicsRandom.rand(int(virtual_width)) + int(abs_x);
- int new_y = 0;
- //FIXME: Don't move particles over solid tiles
- particle->pos.x = static_cast<float>(new_x);
- particle->pos.y = static_cast<float>(new_y);
- }
- }
- }
- void RainParticleSystem::fade_speed(float new_speed, float fade_time)
- {
- // No check to enabled; change the fading even if it's disabled
- // If time is 0 (or smaller?), then update() will never change m_current_speed
- if (fade_time <= 0.f)
- {
- m_current_speed = new_speed;
- }
- m_target_speed = new_speed;
- m_speed_fade_time_remaining = fade_time;
- }
- void RainParticleSystem::fade_amount(float new_amount, float fade_time)
- {
- // No check to enabled; change the fading even if it's disabled
- // If time is 0 (or smaller?), then update() will never change m_current_amount
- if (fade_time <= 0.f)
- {
- m_current_amount = new_amount;
- }
- m_target_amount = new_amount;
- m_amount_fade_time_remaining = fade_time;
- }
- void
- RainParticleSystem::fade_angle(float angle, float time, const std::string& ease)
- {
- fade_angle(angle, time, getEasingByName(EasingMode_from_string(ease)));
- }
- void RainParticleSystem::fade_angle(float new_angle, float fade_time, easing ease_func)
- {
- // No check to enabled; change the fading even if it's disabled
- // If time is 0 (or smaller?), then update() will never change m_current_amount
- if (fade_time <= 0.f)
- {
- m_current_angle = new_angle - 45.f;
- }
- m_begin_angle = m_current_angle;
- m_target_angle = new_angle - 45.f;
- m_angle_fade_time_total = fade_time;
- m_angle_fade_time_remaining = fade_time;
- m_angle_easing = ease_func;
- }
- void RainParticleSystem::draw(DrawingContext& context)
- {
- ParticleSystem_Interactive::draw(context);
- if (!enabled)
- return;
- float opacity = fog_max_value * (m_current_amount - fog_start_amount) / (max_amount - fog_start_amount);
- if (opacity < 0.f)
- opacity = 0.f;
- if (opacity > 1.f)
- opacity = 1.f;
- context.push_transform();
- context.set_translation(Vector(0, 0));
- context.color().draw_filled_rect(context.get_rect(),
- Color(0.3f, 0.38f, 0.4f, opacity),
- 199); // TODO: Change the hardcoded layer value with the rain's layer
- context.pop_transform();
- }
- void
- RainParticleSystem::register_class(ssq::VM& vm)
- {
- ssq::Class cls = vm.addAbstractClass<RainParticleSystem>("RainParticleSystem", vm.findClass("ParticleSystem"));
- cls.addFunc("fade_speed", &RainParticleSystem::fade_speed);
- cls.addFunc("fade_amount", &RainParticleSystem::fade_amount);
- cls.addFunc<void, RainParticleSystem, float, float, const std::string&>("fade_angle", &RainParticleSystem::fade_angle);
- }
- /* EOF */
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