- added some particles to load game logic

This commit is contained in:
Mark Vejvoda
2012-03-14 07:23:41 +00:00
parent 3b964ebbd2
commit 8d5de12d42
6 changed files with 477 additions and 40 deletions

View File

@@ -282,6 +282,9 @@ void ParticleSystem::saveGame(XmlNode *rootNode) {
particleSystemNode->addAttribute("particleCount",intToStr(particleCount), mapTagReplacements);
//
// Texture *texture;
if(texture != NULL) {
particleSystemNode->addAttribute("texture",texture->getPath(), mapTagReplacements);
}
// Vec3f pos;
particleSystemNode->addAttribute("pos",pos.getString(), mapTagReplacements);
// Vec4f color;
@@ -316,6 +319,10 @@ void ParticleSystem::saveGame(XmlNode *rootNode) {
}
}
string ParticleSystem::getTextureFileLoadDeferred() {
return textureFileLoadDeferred;
}
void ParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *particleSystemNode = rootNode->getChild("ParticleSystem");
@@ -350,6 +357,10 @@ void ParticleSystem::loadGame(const XmlNode *rootNode) {
particleCount = particleSystemNode->getAttribute("particleCount")->getIntValue();
//
// Texture *texture;
if(particleSystemNode->hasAttribute("texture") == true) {
textureFileLoadDeferred = particleSystemNode->getAttribute("texture")->getValue();
}
// Vec3f pos;
pos = Vec3f::strToVec3(particleSystemNode->getAttribute("pos")->getValue());
// Vec4f color;
@@ -719,6 +730,10 @@ void GameParticleSystem::setTween(float relative,float absolute) {
(*it)->setTween(relative,absolute);
}
string GameParticleSystem::getModelFileLoadDeferred() {
return modelFileLoadDeferred;
}
void GameParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *gameParticleSystemNode = rootNode->addChild("GameParticleSystem");
@@ -751,8 +766,6 @@ void GameParticleSystem::loadGame(const XmlNode *rootNode) {
ParticleSystem::loadGame(gameParticleSystemNode);
//radius = fireParticleSystemNode->getAttribute("radius")->getFloatValue();
// Children children;
// for(unsigned int i = 0; i < children.size(); ++i) {
// children[i]->saveGame(gameParticleSystemNode);
@@ -764,7 +777,8 @@ void GameParticleSystem::loadGame(const XmlNode *rootNode) {
UnitParticleSystem *ups = new UnitParticleSystem();
ups->loadGame(node);
children.push_back(ups);
//children.push_back(ups);
addChild(ups);
}
// Primitive primitive;
@@ -773,6 +787,10 @@ void GameParticleSystem::loadGame(const XmlNode *rootNode) {
//if(model != NULL) {
// gameParticleSystemNode->addAttribute("model",model->getFileName(), mapTagReplacements);
//}
if(gameParticleSystemNode->hasAttribute("model") == true) {
modelFileLoadDeferred = gameParticleSystemNode->getAttribute("model")->getValue();
}
// float modelCycle;
//gameParticleSystemNode->addAttribute("modelCycle",floatToStr(modelCycle), mapTagReplacements);
modelCycle = gameParticleSystemNode->getAttribute("modelCycle")->getFloatValue();
@@ -790,9 +808,8 @@ void GameParticleSystem::loadGame(const XmlNode *rootNode) {
bool UnitParticleSystem::isNight= false;
Vec3f UnitParticleSystem::lightColor=Vec3f(1.0f,1.0f,1.0f);
UnitParticleSystem::UnitParticleSystem(int particleCount):
GameParticleSystem(particleCount),
parent(NULL){
UnitParticleSystem::UnitParticleSystem(int particleCount) :
GameParticleSystem(particleCount), parent(NULL) {
radius= 0.5f;
speed= 0.01f;
windSpeed= Vec3f(0.0f);
@@ -1052,40 +1069,129 @@ void UnitParticleSystem::saveGame(XmlNode *rootNode) {
GameParticleSystem::saveGame(unitParticleSystemNode);
//unitParticleSystemNode->addAttribute("radius",floatToStr(radius), mapTagReplacements);
// float radius;
unitParticleSystemNode->addAttribute("radius",floatToStr(radius), mapTagReplacements);
// float minRadius;
unitParticleSystemNode->addAttribute("minRadius",floatToStr(minRadius), mapTagReplacements);
// Vec3f windSpeed;
unitParticleSystemNode->addAttribute("windSpeed",windSpeed.getString(), mapTagReplacements);
// Vec3f cRotation;
unitParticleSystemNode->addAttribute("cRotation",cRotation.getString(), mapTagReplacements);
// Vec3f fixedAddition;
unitParticleSystemNode->addAttribute("fixedAddition",fixedAddition.getString(), mapTagReplacements);
// Vec3f oldPosition;
unitParticleSystemNode->addAttribute("oldPosition",oldPosition.getString(), mapTagReplacements);
// bool energyUp;
unitParticleSystemNode->addAttribute("energyUp",intToStr(energyUp), mapTagReplacements);
// float startTime;
unitParticleSystemNode->addAttribute("startTime",floatToStr(startTime), mapTagReplacements);
// float endTime;
unitParticleSystemNode->addAttribute("endTime",floatToStr(endTime), mapTagReplacements);
// bool relative;
unitParticleSystemNode->addAttribute("relative",intToStr(relative), mapTagReplacements);
// bool relativeDirection;
unitParticleSystemNode->addAttribute("relativeDirection",intToStr(relativeDirection), mapTagReplacements);
// bool fixed;
unitParticleSystemNode->addAttribute("fixed",intToStr(fixed), mapTagReplacements);
// Shape shape;
unitParticleSystemNode->addAttribute("shape",intToStr(shape), mapTagReplacements);
// float angle;
unitParticleSystemNode->addAttribute("angle",floatToStr(angle), mapTagReplacements);
// float sizeNoEnergy;
unitParticleSystemNode->addAttribute("sizeNoEnergy",floatToStr(sizeNoEnergy), mapTagReplacements);
// float gravity;
unitParticleSystemNode->addAttribute("gravity",floatToStr(gravity), mapTagReplacements);
// float rotation;
unitParticleSystemNode->addAttribute("rotation",floatToStr(rotation), mapTagReplacements);
// bool isVisibleAtNight;
unitParticleSystemNode->addAttribute("isVisibleAtNight",intToStr(isVisibleAtNight), mapTagReplacements);
// bool isVisibleAtDay;
unitParticleSystemNode->addAttribute("isVisibleAtDay",intToStr(isVisibleAtDay), mapTagReplacements);
// bool isDaylightAffected;
unitParticleSystemNode->addAttribute("isDaylightAffected",intToStr(isDaylightAffected), mapTagReplacements);
// bool radiusBasedStartenergy;
unitParticleSystemNode->addAttribute("radiusBasedStartenergy",intToStr(radiusBasedStartenergy), mapTagReplacements);
// int staticParticleCount;
unitParticleSystemNode->addAttribute("staticParticleCount",intToStr(staticParticleCount), mapTagReplacements);
// int delay;
unitParticleSystemNode->addAttribute("delay",intToStr(delay), mapTagReplacements);
// int lifetime;
unitParticleSystemNode->addAttribute("lifetime",intToStr(lifetime), mapTagReplacements);
// float emissionRateFade;
unitParticleSystemNode->addAttribute("emissionRateFade",floatToStr(emissionRateFade), mapTagReplacements);
// GameParticleSystem* parent;
//if(parent != NULL) {
// parent->saveGame(unitParticleSystemNode);
//}
}
void UnitParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *unitParticleSystemNode = rootNode;
GameParticleSystem::loadGame(unitParticleSystemNode);
// float radius;
radius = unitParticleSystemNode->getAttribute("radius")->getFloatValue();
// float minRadius;
minRadius = unitParticleSystemNode->getAttribute("minRadius")->getFloatValue();
// Vec3f windSpeed;
windSpeed = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("windSpeed")->getValue());
// Vec3f cRotation;
windSpeed = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("cRotation")->getValue());
// Vec3f fixedAddition;
fixedAddition = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("fixedAddition")->getValue());
// Vec3f oldPosition;
oldPosition = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("oldPosition")->getValue());
// bool energyUp;
energyUp = unitParticleSystemNode->getAttribute("energyUp")->getIntValue();
// float startTime;
startTime = unitParticleSystemNode->getAttribute("startTime")->getFloatValue();
// float endTime;
endTime = unitParticleSystemNode->getAttribute("endTime")->getFloatValue();
// bool relative;
relative = unitParticleSystemNode->getAttribute("relative")->getIntValue();
// bool relativeDirection;
relativeDirection = unitParticleSystemNode->getAttribute("relativeDirection")->getIntValue();
// bool fixed;
fixed = unitParticleSystemNode->getAttribute("fixed")->getIntValue();
// Shape shape;
shape = static_cast<Shape>(unitParticleSystemNode->getAttribute("shape")->getIntValue());
// float angle;
angle = unitParticleSystemNode->getAttribute("angle")->getFloatValue();
// float sizeNoEnergy;
sizeNoEnergy = unitParticleSystemNode->getAttribute("sizeNoEnergy")->getFloatValue();
// float gravity;
gravity = unitParticleSystemNode->getAttribute("gravity")->getFloatValue();
// float rotation;
rotation = unitParticleSystemNode->getAttribute("rotation")->getFloatValue();
// bool isVisibleAtNight;
isVisibleAtNight = unitParticleSystemNode->getAttribute("isVisibleAtNight")->getIntValue();
// bool isVisibleAtDay;
isVisibleAtDay = unitParticleSystemNode->getAttribute("isVisibleAtDay")->getIntValue();
// bool isDaylightAffected;
isDaylightAffected = unitParticleSystemNode->getAttribute("isDaylightAffected")->getIntValue();
// bool radiusBasedStartenergy;
radiusBasedStartenergy = unitParticleSystemNode->getAttribute("radiusBasedStartenergy")->getIntValue();
// int staticParticleCount;
staticParticleCount = unitParticleSystemNode->getAttribute("staticParticleCount")->getIntValue();
// int delay;
delay = unitParticleSystemNode->getAttribute("delay")->getIntValue();
// int lifetime;
lifetime = unitParticleSystemNode->getAttribute("lifetime")->getIntValue();
// float emissionRateFade;
emissionRateFade = unitParticleSystemNode->getAttribute("emissionRateFade")->getFloatValue();
// GameParticleSystem* parent;
//if(parent != NULL) {
// parent->saveGame(unitParticleSystemNode);
//}
//if(unitParticleSystemNode->hasChild("GameParticleSystem") == true) {
// void GameParticleSystem::saveGame(XmlNode *rootNode)
// std::map<string,string> mapTagReplacements;
// XmlNode *gameParticleSystemNode = rootNode->addChild("GameParticleSystem");
XmlNode *gameParticleSystemNode = unitParticleSystemNode->getChild("GameParticleSystem");
//!!!
//}
}
// ===========================================================================
@@ -1204,6 +1310,29 @@ AttackParticleSystem::AttackParticleSystem(int particleCount) :
gravity= 0.0f;
}
void AttackParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *attackParticleSystemNode = rootNode->addChild("AttackParticleSystem");
GameParticleSystem::saveGame(attackParticleSystemNode);
// float sizeNoEnergy;
attackParticleSystemNode->addAttribute("sizeNoEnergy",floatToStr(sizeNoEnergy), mapTagReplacements);
// float gravity;
attackParticleSystemNode->addAttribute("gravity",floatToStr(gravity), mapTagReplacements);
}
void AttackParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *attackParticleSystemNode = rootNode;
GameParticleSystem::loadGame(attackParticleSystemNode);
// float sizeNoEnergy;
sizeNoEnergy = attackParticleSystemNode->getAttribute("sizeNoEnergy")->getFloatValue();
// float gravity;
gravity = attackParticleSystemNode->getAttribute("gravity")->getFloatValue();
}
// ===========================================================================
// ProjectileParticleSystem
// ===========================================================================
@@ -1400,6 +1529,82 @@ ProjectileParticleSystem::Trajectory ProjectileParticleSystem::strToTrajectory(c
}
}
void ProjectileParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *projectileParticleSystemNode = rootNode->addChild("ProjectileParticleSystem");
AttackParticleSystem::saveGame(projectileParticleSystemNode);
// SplashParticleSystem *nextParticleSystem;
if(nextParticleSystem != NULL) {
nextParticleSystem->saveGame(projectileParticleSystemNode);
}
// Vec3f lastPos;
projectileParticleSystemNode->addAttribute("lastPos",lastPos.getString(), mapTagReplacements);
// Vec3f startPos;
projectileParticleSystemNode->addAttribute("startPos",startPos.getString(), mapTagReplacements);
// Vec3f endPos;
projectileParticleSystemNode->addAttribute("endPos",endPos.getString(), mapTagReplacements);
// Vec3f flatPos;
projectileParticleSystemNode->addAttribute("flatPos",flatPos.getString(), mapTagReplacements);
//
// Vec3f xVector;
projectileParticleSystemNode->addAttribute("xVector",xVector.getString(), mapTagReplacements);
// Vec3f yVector;
projectileParticleSystemNode->addAttribute("yVector",yVector.getString(), mapTagReplacements);
// Vec3f zVector;
projectileParticleSystemNode->addAttribute("zVector",zVector.getString(), mapTagReplacements);
// Trajectory trajectory;
projectileParticleSystemNode->addAttribute("trajectory",intToStr(trajectory), mapTagReplacements);
// float trajectorySpeed;
projectileParticleSystemNode->addAttribute("trajectorySpeed",floatToStr(trajectorySpeed), mapTagReplacements);
// //parabolic
// float trajectoryScale;
projectileParticleSystemNode->addAttribute("trajectoryScale",floatToStr(trajectoryScale), mapTagReplacements);
// float trajectoryFrequency;
projectileParticleSystemNode->addAttribute("trajectoryFrequency",floatToStr(trajectoryFrequency), mapTagReplacements);
}
void ProjectileParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *projectileParticleSystemNode = rootNode;
AttackParticleSystem::loadGame(projectileParticleSystemNode);
// SplashParticleSystem *nextParticleSystem;
// if(nextParticleSystem != NULL) {
// nextParticleSystem->saveGame(projectileParticleSystemNode);
// }
if(projectileParticleSystemNode->hasChild("SplashParticleSystem") == true) {
XmlNode *splashParticleSystemNode = projectileParticleSystemNode->getChild("SplashParticleSystem");
nextParticleSystem = new SplashParticleSystem();
nextParticleSystem->loadGame(splashParticleSystemNode);
}
// Vec3f lastPos;
lastPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("lastPos")->getValue());
// Vec3f startPos;
startPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("startPos")->getValue());
// Vec3f endPos;
endPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("endPos")->getValue());
// Vec3f flatPos;
flatPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("flatPos")->getValue());
//
// Vec3f xVector;
xVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("xVector")->getValue());
// Vec3f yVector;
yVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("yVector")->getValue());
// Vec3f zVector;
zVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("zVector")->getValue());
// Trajectory trajectory;
trajectory = static_cast<Trajectory>(projectileParticleSystemNode->getAttribute("trajectory")->getIntValue());
// float trajectorySpeed;
trajectorySpeed = projectileParticleSystemNode->getAttribute("trajectorySpeed")->getFloatValue();
// //parabolic
// float trajectoryScale;
trajectoryScale = projectileParticleSystemNode->getAttribute("trajectoryScale")->getFloatValue();
// float trajectoryFrequency;
trajectoryFrequency = projectileParticleSystemNode->getAttribute("trajectoryFrequency")->getFloatValue();
}
// ===========================================================================
// SplashParticleSystem
// ===========================================================================
@@ -1473,6 +1678,61 @@ void SplashParticleSystem::updateParticle(Particle *p){
p->size= particleSize * energyRatio + sizeNoEnergy * (1.0f - energyRatio);
}
void SplashParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *splashParticleSystemNode = rootNode->addChild("SplashParticleSystem");
AttackParticleSystem::saveGame(splashParticleSystemNode);
// ProjectileParticleSystem *prevParticleSystem;
if(prevParticleSystem != NULL) {
prevParticleSystem->saveGame(splashParticleSystemNode);
}
// float emissionRateFade;
splashParticleSystemNode->addAttribute("emissionRateFade",floatToStr(emissionRateFade), mapTagReplacements);
// float verticalSpreadA;
splashParticleSystemNode->addAttribute("verticalSpreadA",floatToStr(verticalSpreadA), mapTagReplacements);
// float verticalSpreadB;
splashParticleSystemNode->addAttribute("verticalSpreadB",floatToStr(verticalSpreadB), mapTagReplacements);
// float horizontalSpreadA;
splashParticleSystemNode->addAttribute("horizontalSpreadA",floatToStr(horizontalSpreadA), mapTagReplacements);
// float horizontalSpreadB;
splashParticleSystemNode->addAttribute("horizontalSpreadB",floatToStr(horizontalSpreadB), mapTagReplacements);
//
// float startEmissionRate;
splashParticleSystemNode->addAttribute("startEmissionRate",floatToStr(startEmissionRate), mapTagReplacements);
}
void SplashParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *splashParticleSystemNode = rootNode;
AttackParticleSystem::loadGame(splashParticleSystemNode);
// ProjectileParticleSystem *prevParticleSystem;
// if(nextParticleSystem != NULL) {
// nextParticleSystem->saveGame(projectileParticleSystemNode);
// }
if(splashParticleSystemNode->hasChild("ProjectileParticleSystem") == true) {
XmlNode *projectileParticleSystemNode = splashParticleSystemNode->getChild("ProjectileParticleSystem");
prevParticleSystem = new ProjectileParticleSystem();
prevParticleSystem->loadGame(projectileParticleSystemNode);
}
// float emissionRateFade;
emissionRateFade = splashParticleSystemNode->getAttribute("emissionRateFade")->getFloatValue();
// float verticalSpreadA;
verticalSpreadA = splashParticleSystemNode->getAttribute("verticalSpreadA")->getFloatValue();
// float verticalSpreadB;
verticalSpreadB = splashParticleSystemNode->getAttribute("verticalSpreadB")->getFloatValue();
// float horizontalSpreadA;
horizontalSpreadA = splashParticleSystemNode->getAttribute("horizontalSpreadA")->getFloatValue();
// float horizontalSpreadB;
horizontalSpreadB = splashParticleSystemNode->getAttribute("horizontalSpreadB")->getFloatValue();
// float startEmissionRate;
startEmissionRate = splashParticleSystemNode->getAttribute("startEmissionRate")->getFloatValue();
}
// ===========================================================================
// ParticleManager
// ===========================================================================