2011-12-07 20:58:09 +01:00
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#include <framework/global.h>
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#include <framework/graphics/texture.h>
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struct Particle {
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public:
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Particle(const Rect& rect, float vx, float vy, float ax, float ay, const Color& color = Color(255, 255, 255), TexturePtr texture = nullptr);
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2011-12-08 08:28:52 +01:00
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~Particle();
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2011-12-07 20:58:09 +01:00
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void render();
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2011-12-08 08:28:52 +01:00
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void update();
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bool hasFinished() { return m_finished; }
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2011-12-07 20:58:09 +01:00
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private:
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Rect m_rect;
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2011-12-08 08:28:52 +01:00
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int m_ix, m_iy;
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2011-12-07 20:58:09 +01:00
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float m_vx, m_vy;
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float m_ax, m_ay;
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Color m_color;
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TexturePtr m_texture;
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2011-12-08 08:28:52 +01:00
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ticks_t m_startTicks;
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2011-12-07 20:58:09 +01:00
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bool m_finished;
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};
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class Emitter {
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public:
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Emitter(const Point& position, int duration, int particlesPerSecond);
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void render();
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void update();
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2011-12-08 08:28:52 +01:00
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bool hasFinished() { return m_finished; }
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2011-12-07 20:58:09 +01:00
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private:
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// self related
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Point m_position;
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int m_duration;
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ticks_t m_startTicks;
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bool m_finished;
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int m_particlesPerSecond, m_createdParticles;
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std::list<Particle> m_particles;
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// particles initial position related to emitter position
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float positionMinRadius, positionMaxRadius;
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float positionMinAngle, positionMaxAngle;
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// particles initial velocity
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float minVelocity, maxVelocity;
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float minVelocityAngle, maxVelocityAngle;
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// particles initial acceleration
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float minAcceleration, maxAcceleration;
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float minAccelerationAngle, maxAccelerationAngle;
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// color ralated
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Color color;
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// texture related
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};
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class Affector {
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public:
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virtual void update() {};
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};
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class Gravity270Affector : public Affector {
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public:
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void update() {
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}
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};
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class ParticlesSystem {
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public:
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void add(Emitter emitter);
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void render();
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void update();
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private:
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std::list<Emitter> m_emitters;
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std::list<Affector> m_affectors;
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};
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