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particlesystem.cpp
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particlesystem.cpp
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#include "particlesystem.hpp"
#include <SFML\Window\Keyboard.hpp>
ParticleSystem::ParticleSystem(Background& _bg) :
particles(1000),
vertices(sf::Points, 1000),
max_particle_for_loop(1000 / 90),
lifetime(sf::seconds(3)),
position(400,300),
currentParticle(Particle::Type::ICE),
bg(&_bg)
{
}
void ParticleSystem::setPos(const sf::Vector2f & _p)
{
position = _p;
}
void ParticleSystem::moveEmitter(const sf::Time & elapsed)
{
float speed = elapsed.asSeconds() * 250.f;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
position.y -= speed;
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
position.y += speed;
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
position.x -= speed;
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
position.x += speed;
}
void ParticleSystem::setLookAt(const sf::Vector2f& _p)
{
lookAt = _p;
}
void ParticleSystem::setCurrentParticle(const Particle::Type& type)
{
currentParticle = type;
}
void ParticleSystem::toggle()
{
casting = !casting;
}
void ParticleSystem::update(const sf::Time& elapsed)
{
short particles_emitted = 0;
for (std::size_t i = 0; i < particles.size(); ++i)
{
Particle& p = particles[i];
p.lifetime -= elapsed;
if (p.lifetime <= sf::Time::Zero)
{
if (casting && particles_emitted++ < max_particle_for_loop)
resetParticle(i);
else
vertices[i].color = sf::Color::Transparent;
}
else
calculatePhysics(p, vertices[i], elapsed);
}
}
void ParticleSystem::calculatePhysics(Particle &p, sf::Vertex &v, const sf::Time& elapsed)
{
const sf::Vector2f old_pos = v.position;
v.position += p.velocity * elapsed.asSeconds();
Particle::Type type = GetParticleTypeFromColor(v.color);
auto matched_type = GetParticleTypeFromColor(bg->getPixel(v.position));
switch (type)
{
case Particle::ICE:
{
if (matched_type != Particle::LAVA && matched_type != Particle::NONE)
{
p.lifetime = sf::Time::Zero;
bg->setPixel(old_pos.x, old_pos.y, v.color);
}
}
break;
case Particle::LAVA:
{
if (matched_type == Particle::ICE)
{
p.lifetime = sf::Time::Zero;
bg->setPixel(v.position.x,v.position.y, GetParticleColorFromType(Particle::NONE));
}
else if (matched_type == Particle::OTHER)
p.lifetime = sf::Time::Zero;
}
break;
case Particle::IONIC:
if (matched_type != Particle::NONE)
{
p.lifetime = sf::Time::Zero;
bg->setPixel(v.position.x, v.position.y, GetParticleColorFromType(Particle::NONE));
}
break;
}
if (bg->getPixel(v.position) == v.color)
{
p.lifetime = sf::Time::Zero;
bg->setPixel(old_pos.x, old_pos.y, v.color);
}
}
void ParticleSystem::resetParticle(std::size_t index)
{
float speed = (std::rand() % 50) + 250.f;
auto normalize = [](const sf::Vector2f& source) {
float length = sqrt((source.x * source.x) + (source.y * source.y));
if (length != 0)
return sf::Vector2f(source.x / length, source.y / length);
else
return source;
};
float x = lookAt.x - position.x + std::rand() % 100 - 50;
float y = lookAt.y - position.y + std::rand() % 100 - 50;
particles[index].lifetime = sf::milliseconds((std::rand() % 1000) + 500);
particles[index].velocity = normalize(sf::Vector2f(x, y)) * speed;
vertices[index].position = position;
vertices[index].color = GetParticleColorFromType(currentParticle);
}
void ParticleSystem::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
states.texture = NULL;
target.draw(vertices, states);
}