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particle.c
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particle.c
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/**
* particle.c
* GameJam
* January 27, 2012
* Brandon Surmanski
*/
#include <SDL/SDL.h>
#include <float.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "list.h"
#include "actor.h"
#include "particle.h"
extern int offsetx;
extern int offsety;
extern double xoffset;
extern double yoffset;
extern double radius;
extern SDL_Surface *s;
extern void setPixel(SDL_Surface *s, int x, int y, int color);
extern int getPixel(SDL_Surface *s, int x, int y);
extern void actor_damage(Actor *a);
List *pList;
extern Actor *player;
void particle_init(void)
{
pList = list_new(sizeof(Particle));
}
//void particle_clear(List *p)
//{
// p->first = 0;
//}
int particle_update()
{
if (SDL_MUSTLOCK(s)) SDL_LockSurface(s);
Particle *p;
int remove = 0;
while((p = list_itter(pList))){
if(fabs(p->lastPos[0] - p->position[0]) > 20
|| fabs(p->lastPos[1] - p->position[1]) > 20){
float theta = 0;
if(fabs(p->position[0]) > FLT_EPSILON || fabs(p->position[1]) > FLT_EPSILON){
theta = atan2(p->position[1], p->position[0]);
float radsq = radius; //(planet_getRadius(theta) / 150.0f);
radsq *= radsq;
float px = p->position[0] * radius / 150.0f;
float py = p->position[1] * radius / 150.0f;
float possq = px * px + py * py;
if(possq < radsq){
remove = 1;
}
p->lastPos[0] = p->position[0];
p->lastPos[1] = p->position[1];
}
float accel[2] = {-cos(theta) / 1000.0f, -sin(theta) / 1000.0f};
memcpy(p->acceleration, accel, sizeof(float) * 2);
}
p->velocity[0] += p->acceleration[0];
p->velocity[1] += p->acceleration[1];
p->position[0] += p->velocity[0];
p->position[1] += p->velocity[1];
p->life--;
if(remove || p->life < 0){
remove = 0;
list_removeLastItter(pList);
actor_kill(player);
}
int x = (int)(p->position[0] * (radius / 150.0f) + xoffset);
int y = (int)(p->position[1] * (radius / 150.0f) + yoffset);
int pxl = getPixel(s, x, y);
if(pxl != 0xFFFFFFFF && pxl != 0x00000000)
{
// this doesn't work well with emscripten
//actor_kill(player);
}
}
if (SDL_MUSTLOCK(s)) SDL_UnlockSurface(s);
return 0;
//return (p->life >= 0);
}
void particle_add(float *pos, float *vel)
{
Particle *p = malloc(sizeof(Particle));
memcpy(p->position, pos, sizeof(float) * 2);
memcpy(p->lastPos, pos, sizeof(float) * 2);
memcpy(p->velocity, vel, sizeof(float) * 2);
memset(p->acceleration, 0, sizeof(float) * 2);
float theta = 0;
if(fabs(p->position[0]) > FLT_EPSILON || fabs(p->position[1]) > FLT_EPSILON){
theta = atan2(p->position[1], p->position[0]);
}
float accel[2] = {-cos(theta) / 500.0f, -sin(theta) / 500.0f};
memcpy(p->acceleration, accel, sizeof(float) * 2);
p->life = 1000000;
list_add(pList, p);
free(p);
}
void particle_draw(SDL_Surface *s)
{
Particle *p;
int i = 0;
while(p = list_itter(pList)){
int x = (int)(p->position[0] * (radius / 150.0f) + xoffset);
int y = (int)(p->position[1] * (radius / 150.0f) + yoffset);
setPixel(s, x, y, 0xFFFFFFFF);
}
}