tibia-client/src/framework/graphics/particlessystem.cpp

115 lines
2.7 KiB
C++

#include "particlessystem.h"
#include "graphics.h"
#include <framework/core/clock.h>
Particle::Particle(const Rect& rect, float vx, float vy, float ax, float ay, float duration, 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_duration = duration;
m_startTicks = g_clock.ticks();
m_finished = false;
}
Particle::~Particle()
{
//dump << "deleted";
}
void Particle::render()
{
g_graphics.bindColor(m_color);
if(!m_texture)
g_graphics.drawFilledRect(m_rect);
else
g_graphics.drawTexturedRect(m_rect, m_texture);
}
void Particle::update()
{
ticks_t t = g_clock.ticks() - m_startTicks;
// check if finished
if(m_duration > 0 && t > m_duration * 1000) {
m_finished = true;
return;
}
//update position
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, float 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;
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 = 1 + elapsedTicks / 1000.0 * m_particlesPerSecond;
for(int i = m_createdParticles; i < currentParticles; ++i) {
// todo: add random data generation
m_particles.push_back(Particle(Rect(100, 100, 16, 16), 16, 8, 0, 0, 1.5));
}
m_createdParticles = currentParticles;
}
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;) {
if((*it).hasFinished()) {
it = m_emitters.erase(it);
continue;
}
(*it).update();
++it;
}
}