init particles, still not working
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parent
d4a6308705
commit
262f54ce3b
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@ -142,6 +142,8 @@ SET(framework_SOURCES ${framework_SOURCES}
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${CMAKE_CURRENT_LIST_DIR}/graphics/texturemanager.cpp
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${CMAKE_CURRENT_LIST_DIR}/graphics/texturemanager.cpp
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${CMAKE_CURRENT_LIST_DIR}/graphics/borderimage.cpp
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${CMAKE_CURRENT_LIST_DIR}/graphics/borderimage.cpp
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${CMAKE_CURRENT_LIST_DIR}/graphics/image.cpp
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${CMAKE_CURRENT_LIST_DIR}/graphics/image.cpp
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${CMAKE_CURRENT_LIST_DIR}/graphics/particlesmanager.cpp
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${CMAKE_CURRENT_LIST_DIR}/graphics/particlessystem.cpp
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# framework otml
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# framework otml
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${CMAKE_CURRENT_LIST_DIR}/otml/otmldocument.cpp
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${CMAKE_CURRENT_LIST_DIR}/otml/otmldocument.cpp
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@ -31,6 +31,7 @@
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#include <framework/ui/uimanager.h>
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#include <framework/ui/uimanager.h>
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#include <framework/ui/uiwidget.h>
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#include <framework/ui/uiwidget.h>
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#include <framework/graphics/graphics.h>
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#include <framework/graphics/graphics.h>
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#include <framework/graphics/particlesmanager.h>
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#include <framework/luascript/luainterface.h>
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#include <framework/luascript/luainterface.h>
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Application *g_app = nullptr;
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Application *g_app = nullptr;
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@ -207,12 +208,16 @@ void Application::poll()
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// poll application genareted events
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// poll application genareted events
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g_dispatcher.poll();
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g_dispatcher.poll();
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g_particlesManager.update();
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}
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}
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void Application::render()
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void Application::render()
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{
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{
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// everything is rendered by UI components
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// everything is rendered by UI components
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g_ui.render();
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g_ui.render();
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g_particlesManager.render();
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}
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}
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void Application::resize(const Size& size)
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void Application::resize(const Size& size)
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@ -0,0 +1,21 @@
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#include "particlesmanager.h"
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ParticlesManager g_particlesManager;
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void ParticlesManager::add(ParticlesSystem particleSystem)
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{
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// check it has emitters
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m_particlesSystems.push_back(particleSystem);
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}
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void ParticlesManager::render()
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{
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for(auto it = m_particlesSystems.begin(), end = m_particlesSystems.end(); it != end; ++it)
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(*it).render();
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}
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void ParticlesManager::update()
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{
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for(auto it = m_particlesSystems.begin(), end = m_particlesSystems.end(); it != end; ++it)
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(*it).update();
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}
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@ -0,0 +1,14 @@
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#include "particlessystem.h"
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class ParticlesManager {
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public:
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void add(ParticlesSystem particleSystem);
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void render();
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void update();
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private:
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std::list<ParticlesSystem> m_particlesSystems;
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};
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extern ParticlesManager g_particlesManager;
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@ -0,0 +1,75 @@
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#include "particlessystem.h"
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#include "graphics.h"
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#include <framework/core/clock.h>
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Particle::Particle(const Rect& rect, float vx, float vy, float ax, float ay, const Color& color, TexturePtr texture)
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{
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m_rect = rect;
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m_vx = vx; m_vy = vy;
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m_ax = ax; m_ay = ay;
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m_color = color;
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m_texture = texture;
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m_finished = false;
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}
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void Particle::render()
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{
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g_graphics.bindColor(m_color);
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if(!m_texture)
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g_graphics.drawFilledRect(m_rect);
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else
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g_graphics.drawTexturedRect(m_rect, m_texture);
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}
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Emitter::Emitter(const Point& position, int duration, int particlesPerSecond)
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{
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m_position = position;
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m_duration = duration;
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m_particlesPerSecond = particlesPerSecond;
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m_createdParticles = 0;
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m_startTicks = g_clock.ticks();
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m_finished = false;
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}
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void Emitter::render()
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{
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for(auto it = m_particles.begin(), end = m_particles.end(); it != end; ++it)
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(*it).render();
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}
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void Emitter::update()
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{
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ticks_t elapsedTicks = g_clock.ticks() - m_startTicks;
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// check if finished
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if(m_duration > 0 && elapsedTicks > m_duration * 1000)
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m_finished = true;
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// create some particles
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int currentParticles = elapsedTicks / 1000.0 * m_particlesPerSecond;
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for(int i = m_createdParticles; i < currentParticles; ++i) {
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Particle particle = Particle(Rect(100, 100, 16, 16), 0, 0, 0, 0);
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m_particles.push_back(particle);
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}
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}
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void ParticlesSystem::add(Emitter emitter)
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{
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m_emitters.push_back(emitter);
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}
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void ParticlesSystem::render()
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{
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for(auto it = m_emitters.begin(), end = m_emitters.end(); it != end; ++it)
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(*it).render();
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}
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void ParticlesSystem::update()
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{
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for(auto it = m_emitters.begin(), end = m_emitters.end(); it != end;) {
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Emitter emitter = *it;
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emitter.update();
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++it;
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}
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}
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@ -0,0 +1,78 @@
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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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void render();
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private:
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Rect m_rect;
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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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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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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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@ -32,6 +32,7 @@
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#include <otclient/core/tile.h>
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#include <otclient/core/tile.h>
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#include <otclient/luascript/luavaluecasts.h>
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#include <otclient/luascript/luavaluecasts.h>
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#include <framework/core/eventdispatcher.h>
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#include <framework/core/eventdispatcher.h>
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#include <framework/graphics/particlesmanager.h>
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void ProtocolGame::parseMessage(InputMessage& msg)
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void ProtocolGame::parseMessage(InputMessage& msg)
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{
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{
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@ -527,6 +528,14 @@ void ProtocolGame::parseMagicEffect(InputMessage& msg)
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TilePtr tile = g_map.getTile(pos);
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TilePtr tile = g_map.getTile(pos);
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tile->addEffect(effect);
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tile->addEffect(effect);
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// test particles
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ParticlesSystem particlesSystem;
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Emitter emitter = Emitter(Point(100, 100), 30, 30);
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particlesSystem.add(emitter);
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g_particlesManager.add(particlesSystem);
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}
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}
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void ProtocolGame::parseAnimatedText(InputMessage& msg)
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void ProtocolGame::parseAnimatedText(InputMessage& msg)
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