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#include <framework/global.h>
#include <framework/graphics/texture.h>
class Particle {
public:
Particle(const Rect& rect, float vx, float vy, float ax, float ay, float duration, const Color& color = Color(255, 255, 255), TexturePtr texture = nullptr);
~Particle();
void render();
void update();
bool hasFinished() { return m_finished; }
private:
Rect m_rect;
Color m_color;
TexturePtr m_texture;
int m_ix, m_iy;
PointF m_s0, m_v, m_a;
float m_vx, m_vy;
float m_ax, m_ay;
float m_duration;
ticks_t m_startTicks;
bool m_finished;
};
typedef std::shared_ptr<Particle> ParticlePtr;
class ParticleEmitter {
public:
ParticleEmitter(const Point& position, float duration, float burstRate, float burstCount);
void render();
void update();
bool hasFinished() { return m_finished; }
private:
// self related
Point m_position;
int m_duration;
ticks_t m_startTicks;
bool m_finished;
float m_burstRate, m_burstCount;
int m_currentBurst;
std::list<ParticlePtr> m_particles;
// particles size
Size m_pMinSize, m_pMaxSize;
// particles initial position related to emitter position
float m_pPositionMinRadius, m_pPositionMaxRadius;
float m_pPositionMinAngle, m_pPositionMaxAngle;
// particles initial velocity
float m_pMinVelocity, m_pMaxVelocity;
float m_pMinVelocityAngle, m_pMaxVelocityAngle;
// particles initial acceleration
float m_pMinAcceleration, m_pMaxAcceleration;
float m_pMinAccelerationAngle, m_pMaxAccelerationAngle;
// particles duration
float m_pMinDuration, m_pMaxDuration;
// visual ralated
Color m_pColor;
TexturePtr m_pTexture;
};
typedef std::shared_ptr<ParticleEmitter> ParticleEmitterPtr;
class Affector {
public:
virtual void update() {}
};
class Gravity270Affector : public Affector {
public:
void update() {
// earth gravity is 9.8 m/s². -> in tibia, 32 pixels are equal to 1 meter -> 32 pixels/m -> 9.8 * 32 is gravity constant
}
};
class ParticlesSystem {
public:
void add(const ParticleEmitterPtr& emitter);
void render();
void update();
private:
std::list<ParticleEmitterPtr> m_emitters;
std::list<Affector> m_affectors;
};