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ParticleEngine.h from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2004
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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 Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#if !defined(__INCLUDE_ParticleEngineh_INCLUDE__)
#define __INCLUDE_ParticleEngineh_INCLUDE__

#include <graph/Particle.h>
#include <engine/GameStateI.h>

class GLCamera;
class ParticleEngine : public GameStateI
{
public:
	ParticleEngine(GLCamera *camera, unsigned int maxParticles);
	virtual ~ParticleEngine();

	void setMaxParticles(unsigned int maxParticles);
	unsigned int getMaxParticles();
	unsigned int getParticlesOnScreen();
	GLCamera *getCamera() { return camera_; }
	void setAllowSorting(bool sorting) { allowSorting_ = sorting; }

	void killAll();

	Particle *getNextAliveParticle();

	static void setFast(float speedMult) { speed_ = speedMult; }
	static float getFast() { return speed_; }

	// Inherited from GameStateI
	virtual void draw(const unsigned state);
	virtual void simulate(const unsigned int state, float simTime);

protected:
	Particle *particles_;
	Particle **usedParticles_;
	Particle **freeParticles_;
	GLCamera *camera_;

	float totalTime_;
	unsigned int maxParticles_;
	unsigned int particlesOnScreen_;
	bool allowSorting_;

	static float speed_;

	void normalizedSimulate(float time);

};

#endif // __INCLUDE_ParticleEngineh_INCLUDE__




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Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Display.cpp
  Display.h
  FrameLimiter.cpp
  FrameLimiter.h
  FrameTimer.cpp
  FrameTimer.h
  GLSetup.cpp
  GLSetup.h
  Gamma.cpp
  Gamma.h
  ImageStore.cpp
  ImageStore.h
  Main2DCamera.cpp
  Main2DCamera.h
  MainCamera.cpp
  MainCamera.h
  ModelRenderer.cpp
  ModelRenderer.h
  ModelRendererMesh.cpp
  ModelRendererMesh.h
  ModelRendererSimulator.cpp
  ModelRendererSimulator.h
  ModelRendererStore.cpp
  ModelRendererStore.h
  ModelRendererTree.cpp
  ModelRendererTree.h
  Mouse.cpp
  Mouse.h
  OptionsDisplay.cpp
  OptionsDisplay.h
  OptionsDisplayConsole.cpp
  OptionsDisplayConsole.h
  Particle.cpp
  Particle.h
  ParticleEmitter.cpp
  ParticleEmitter.h
  ParticleEngine.cpp
  ParticleEngine.h
  ParticleRenderer.cpp
  ParticleRenderer.h
  ShotCountDown.cpp
  ShotCountDown.h
  SoftwareMouse.cpp
  SoftwareMouse.h
  SpeedChange.cpp
  SpeedChange.h
  TargetCamera.cpp
  TargetCamera.h
  TextureStore.cpp
  TextureStore.h
  TutorialFile.cpp
  TutorialFile.h