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authorGravatar Chris Xiong <chirs241097@gmail.com> 2015-10-26 22:52:36 +0800
committerGravatar Chris Xiong <chirs241097@gmail.com> 2015-10-26 22:52:36 +0800
commit3bd383baf6a17e734329e1fc677c7e86283db772 (patch)
tree69a9148087577f797624ceb9c71323a2563d6bb4 /archive/hgehelp/hgepmanager.cpp
parent543e4f570be9b279ba558ca61cc02cda251af384 (diff)
downloadbullet-lab-remix-3bd383baf6a17e734329e1fc677c7e86283db772.tar.xz
Added support for relative line numbers.
Added instructions for, brk and cont. (They are still untested...) Parser code cleanup. Removed garbage output to stderr. Reorganize the repository structure. Updated BLR2 code move it into archive. Added BLR1 files.
Diffstat (limited to 'archive/hgehelp/hgepmanager.cpp')
-rw-r--r--archive/hgehelp/hgepmanager.cpp96
1 files changed, 96 insertions, 0 deletions
diff --git a/archive/hgehelp/hgepmanager.cpp b/archive/hgehelp/hgepmanager.cpp
new file mode 100644
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+++ b/archive/hgehelp/hgepmanager.cpp
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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 "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;
+}