particles works, but really early state, need pointers fix

master
Henrique Santiago 13 years ago
parent 262f54ce3b
commit 34617091bc

@ -5,13 +5,20 @@
Particle::Particle(const Rect& rect, float vx, float vy, float ax, float ay, const Color& color, TexturePtr texture)
{
m_rect = rect;
m_ix = rect.x(); m_iy = rect.y();
m_vx = vx; m_vy = vy;
m_ax = ax; m_ay = ay;
m_color = color;
m_texture = texture;
m_startTicks = g_clock.ticks();
m_finished = false;
}
Particle::~Particle()
{
//dump << "deleted";
}
void Particle::render()
{
g_graphics.bindColor(m_color);
@ -22,6 +29,14 @@ void Particle::render()
g_graphics.drawTexturedRect(m_rect, m_texture);
}
void Particle::update()
{
ticks_t t = g_clock.ticks() - m_startTicks;
m_rect.moveTo(m_ix + (m_vx * t / 1000.0) + (m_ax * t*t / 2000.0),
m_iy + (m_vy * t / 1000.0) + (m_ay * t*t / 2000.0));
}
Emitter::Emitter(const Point& position, int duration, int particlesPerSecond)
{
m_position = position;
@ -43,15 +58,28 @@ void Emitter::update()
ticks_t elapsedTicks = g_clock.ticks() - m_startTicks;
// check if finished
if(m_duration > 0 && elapsedTicks > m_duration * 1000)
if(m_duration > 0 && elapsedTicks > m_duration * 1000) {
m_finished = true;
return;
}
// update particles
for(auto it = m_particles.begin(), end = m_particles.end(); it != end;) {
if((*it).hasFinished()) {
it = m_particles.erase(it);
continue;
}
(*it).update();
++it;
}
// create some particles
int currentParticles = elapsedTicks / 1000.0 * m_particlesPerSecond;
for(int i = m_createdParticles; i < currentParticles; ++i) {
Particle particle = Particle(Rect(100, 100, 16, 16), 0, 0, 0, 0);
m_particles.push_back(particle);
// todo: add random data generation
m_particles.push_back(Particle(Rect(100, 100, 16, 16), 16, 8, 0, 0));
}
m_createdParticles = currentParticles;
}
void ParticlesSystem::add(Emitter emitter)
@ -68,8 +96,12 @@ void ParticlesSystem::render()
void ParticlesSystem::update()
{
for(auto it = m_emitters.begin(), end = m_emitters.end(); it != end;) {
Emitter emitter = *it;
emitter.update();
if((*it).hasFinished()) {
it = m_emitters.erase(it);
continue;
}
(*it).update();
++it;
}
}

@ -5,15 +5,24 @@ struct Particle {
public:
Particle(const Rect& rect, float vx, float vy, float ax, float ay, const Color& color = Color(255, 255, 255), TexturePtr texture = nullptr);
~Particle();
void render();
void update();
bool hasFinished() { return m_finished; }
private:
Rect m_rect;
int m_ix, m_iy;
float m_vx, m_vy;
float m_ax, m_ay;
Color m_color;
TexturePtr m_texture;
ticks_t m_startTicks;
bool m_finished;
};
@ -25,6 +34,8 @@ public:
void render();
void update();
bool hasFinished() { return m_finished; }
private:
// self related
Point m_position;

@ -532,7 +532,7 @@ void ProtocolGame::parseMagicEffect(InputMessage& msg)
// test particles
ParticlesSystem particlesSystem;
Emitter emitter = Emitter(Point(100, 100), 30, 30);
Emitter emitter = Emitter(Point(100, 100), 5, 1);
particlesSystem.add(emitter);
g_particlesManager.add(particlesSystem);

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