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#include "particlessystem.h"
#include "graphics.h"
#include <framework/core/clock.h>
Particle::Particle(const Rect& rect, float vx, float vy, float ax, float ay, const Color& color, TexturePtr texture)
{
m_rect = rect;
m_vx = vx; m_vy = vy;
m_ax = ax; m_ay = ay;
m_color = color;
m_texture = texture;
m_finished = false;
}
void Particle::render()
{
g_graphics.bindColor(m_color);
if(!m_texture)
g_graphics.drawFilledRect(m_rect);
else
g_graphics.drawTexturedRect(m_rect, m_texture);
}
Emitter::Emitter(const Point& position, int duration, int particlesPerSecond)
{
m_position = position;
m_duration = duration;
m_particlesPerSecond = particlesPerSecond;
m_createdParticles = 0;
m_startTicks = g_clock.ticks();
m_finished = false;
}
void Emitter::render()
{
for(auto it = m_particles.begin(), end = m_particles.end(); it != end; ++it)
(*it).render();
}
void Emitter::update()
{
ticks_t elapsedTicks = g_clock.ticks() - m_startTicks;
// check if finished
if(m_duration > 0 && elapsedTicks > m_duration * 1000)
m_finished = true;
// 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);
}
}
void ParticlesSystem::add(Emitter emitter)
{
m_emitters.push_back(emitter);
}
void ParticlesSystem::render()
{
for(auto it = m_emitters.begin(), end = m_emitters.end(); it != end; ++it)
(*it).render();
}
void ParticlesSystem::update()
{
for(auto it = m_emitters.begin(), end = m_emitters.end(); it != end;) {
Emitter emitter = *it;
emitter.update();
++it;
}
}