particles works, but really early state, need pointers fix
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262f54ce3b
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34617091bc
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@ -5,13 +5,20 @@
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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_ix = rect.x(); m_iy = rect.y();
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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_startTicks = g_clock.ticks();
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m_finished = false;
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}
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Particle::~Particle()
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{
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//dump << "deleted";
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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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@ -22,6 +29,14 @@ void Particle::render()
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g_graphics.drawTexturedRect(m_rect, m_texture);
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}
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void Particle::update()
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{
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ticks_t t = g_clock.ticks() - m_startTicks;
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m_rect.moveTo(m_ix + (m_vx * t / 1000.0) + (m_ax * t*t / 2000.0),
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m_iy + (m_vy * t / 1000.0) + (m_ay * t*t / 2000.0));
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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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@ -43,15 +58,28 @@ void Emitter::update()
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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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if(m_duration > 0 && elapsedTicks > m_duration * 1000) {
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m_finished = true;
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return;
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}
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// update particles
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for(auto it = m_particles.begin(), end = m_particles.end(); it != end;) {
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if((*it).hasFinished()) {
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it = m_particles.erase(it);
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continue;
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}
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(*it).update();
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++it;
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}
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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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// todo: add random data generation
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m_particles.push_back(Particle(Rect(100, 100, 16, 16), 16, 8, 0, 0));
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}
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m_createdParticles = currentParticles;
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}
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void ParticlesSystem::add(Emitter emitter)
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@ -68,8 +96,12 @@ void ParticlesSystem::render()
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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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if((*it).hasFinished()) {
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it = m_emitters.erase(it);
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continue;
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}
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(*it).update();
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++it;
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}
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}
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@ -5,15 +5,24 @@ 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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~Particle();
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void render();
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void update();
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bool hasFinished() { return m_finished; }
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private:
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Rect m_rect;
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int m_ix, m_iy;
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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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ticks_t m_startTicks;
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bool m_finished;
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};
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@ -25,6 +34,8 @@ public:
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void render();
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void update();
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bool hasFinished() { return m_finished; }
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private:
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// self related
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Point m_position;
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@ -532,7 +532,7 @@ void ProtocolGame::parseMagicEffect(InputMessage& msg)
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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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Emitter emitter = Emitter(Point(100, 100), 5, 1);
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particlesSystem.add(emitter);
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g_particlesManager.add(particlesSystem);
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