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// PLEASE NOTE that this is not the 1.81 version of hgeparticle.cpp ...
// the game I'm working on used an older HGE that breaks with the 1.81
// particle system. If you want 1.81, just overwrite this file. --ryan.
/*
** Haaf's Game Engine 1.7
** Copyright (C) 2003-2007, Relish Games
** hge.relishgames.com
**
** hgeParticleManager helper class implementation
*/
#include "../../include/hgeparticle.h"
hgeParticleManager::hgeParticleManager(const float fps)
{
nPS=0;
fFPS=fps;
tX=tY=0.0f;
}
hgeParticleManager::~hgeParticleManager()
{
int i;
for(i=0;i<nPS;i++) delete psList[i];
}
void hgeParticleManager::Update(float dt)
{
int i;
for(i=0;i<nPS;i++)
{
psList[i]->Update(dt);
if(psList[i]->GetAge()==-2.0f && psList[i]->GetParticlesAlive()==0)
{
delete psList[i];
psList[i]=psList[nPS-1];
nPS--;
i--;
}
}
}
void hgeParticleManager::Render()
{
int i;
for(i=0;i<nPS;i++) psList[i]->Render();
}
hgeParticleSystem* hgeParticleManager::SpawnPS(hgeParticleSystemInfo *psi, float x, float y)
{
if(nPS==MAX_PSYSTEMS) return 0;
psList[nPS]=new hgeParticleSystem(psi,fFPS);
psList[nPS]->FireAt(x,y);
psList[nPS]->Transpose(tX,tY);
nPS++;
return psList[nPS-1];
}
bool hgeParticleManager::IsPSAlive(hgeParticleSystem *ps) const
{
int i;
for(i=0;i<nPS;i++) if(psList[i]==ps) return true;
return false;
}
void hgeParticleManager::Transpose(float x, float y)
{
int i;
for(i=0;i<nPS;i++) psList[i]->Transpose(x,y);
tX=x; tY=y;
}
void hgeParticleManager::KillPS(hgeParticleSystem *ps)
{
int i;
for(i=0;i<nPS;i++)
{
if(psList[i]==ps)
{
delete psList[i];
psList[i]=psList[nPS-1];
nPS--;
return;
}
}
}
void hgeParticleManager::KillAll()
{
int i;
for(i=0;i<nPS;i++) delete psList[i];
nPS=0;
}
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