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ParticleEffect.cpp
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92 lines (76 loc) · 2.03 KB
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#include "ParticleEffect.h"
#include "test.h"
void Particle::Update(float time, float gravity)
{
if (position.x < 0 || position.x > test::SCREEN_WIDTH)
isVisible = false;
if (position.y < 0 || position.y > test::SCREEN_HEIGHT)
isVisible = false;
if (!isVisible)
return;
position += velocity * time;
velocity.y -= gravity;
}
ParticleEffect::~ParticleEffect()
{
if (particles)
{
delete[] particles;
particles = nullptr;
}
}
void ParticleEffect::Init(int n, float gravity, float particleMaxInitialVelocity, float emitOnDestroyProbability)
{
this->particleMaxInitialVelocity = particleMaxInitialVelocity;
this->emitOnDestroyProbability = emitOnDestroyProbability;
this->gravity = gravity;
particles = new Particle[n];
count = n;
for (int i = 0; i < count; i++)
{
particles[i].isVisible = true;
particles[i].position = Vector2(0, 0);
particles[i].velocity = Vector2(0, 0);
}
}
void ParticleEffect::Update(float time)
{
for (int i = 0; i < count; ++i)
{
particles[i].Update(time, gravity);
}
}
void ParticleEffect::Render()
{
for (int i = 0; i < count; i++)
{
if (particles[i].isVisible)
platform::drawPoint(particles[i].position.x, particles[i].position.y, 1, 1, 1, 1);
}
}
void ParticleEffect::Emit(int x, int y, float time)
{
birthTime = time;
for (int i = 0; i < count; i++)
{
particles[i].isVisible = true;
particles[i].position = Vector2(x, y);
particles[i].velocity = Vector2(rand() % 101 - 50, rand() % 101 - 50);
particles[i].velocity = particles[i].velocity.Normalize();
particles[i].velocity = particles[i].velocity * (rand() % particleMaxInitialVelocity);
}
}
void ParticleEffect::Destroy(std::function<void(int, int, float)> emitFunc, float time)
{
birthTime = -1;
for (int i = 0; i < count; i++)
{
if (!particles[i].isVisible)
continue;
if (rand() % 101 < emitOnDestroyProbability * 100)
emitFunc(particles[i].position.x, particles[i].position.y, time);
particles[i].position = Vector2(0.0, 0.0);
particles[i].velocity = Vector2(0.0, 0.0);
particles[i].isVisible = false;
}
}