SFML_Experiments/Landing/Particles.hpp

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#include "SynGame.hpp"
#pragma region Particle
class Particle : public PhysicEntity
{
private:
sf::Vertex vertex;
float lifeTime;
float remainingLifeTime;
void ChangeColorOverLifeTime();
public:
Particle();
Particle(sf::Color);
void Update(float);
void ResetRemainingLifeTime();
void SetLifeTime(float);
bool IsLifeTimeOver();
sf::Vertex &GetVertex();
};
Particle::Particle() : PhysicEntity()
{
vertex.color = sf::Color::White;
lifeTime = remainingLifeTime = 0.0;
}
Particle::Particle(sf::Color color) : PhysicEntity()
{
vertex.color = color;
lifeTime = remainingLifeTime = 0.0;
}
void Particle::Update(float deltaTime)
{
if(!isActive)
return;
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if(IsLifeTimeOver())
return;
PhysicEntity::Update(deltaTime);
ChangeColorOverLifeTime();
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remainingLifeTime -= deltaTime;
}
void Particle::ChangeColorOverLifeTime()
{
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if(lifeTime < 0.0)
{
vertex.color.a = 0;
return;
}
int value = 255 * (remainingLifeTime / lifeTime);
vertex.color.a = value;
}
void Particle::ResetRemainingLifeTime()
{
remainingLifeTime = lifeTime;
}
void Particle::SetLifeTime(float time)
{
remainingLifeTime = lifeTime = time;
}
bool Particle::IsLifeTimeOver()
{
return remainingLifeTime <= 0.0;
}
sf::Vertex &Particle::GetVertex()
{
vertex.position = position;
return vertex;
}
#pragma endregion
#pragma region Particle System
class ParticleSystem : public Entity
{
private:
std::vector<Particle> particles;
sf::Color color;
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sf::Vector2f localVelo;
float rotation;
float speed;
int particleSize;
float particleLifeTime;
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float spawnRate;
float spawnTimer;
public:
ParticleSystem();
void SetSize(int);
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void SetSpeed(float);
void SetRotation(float);
void SetLocalVelocity(sf::Vector2f);
void SetParticleLifeTime(float);
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void SetSpawnRate(int);
void Update(float);
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void Play();
Particle &operator[](int);
int Size();
};
ParticleSystem::ParticleSystem()
{
particles.clear();
color = sf::Color::White;
particleSize = 0;
particleLifeTime = 0.1;
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spawnRate = 10;
spawnTimer = 0.0;
}
void ParticleSystem::Update(float deltaTime)
{
int i;
Particle *particle;
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if(spawnTimer > 0.0)
spawnTimer -= deltaTime;
for (i = 0; i < particleSize; i++)
{
particle = &particles[i];
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particle -> Update(deltaTime);
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}
}
void ParticleSystem::Play()
{
int i;
float spawnRotation;
sf::Vector2f spawnVelocity;
Particle *particle;
if(spawnTimer > 0.0)
return;
for (i = 0; i < particleSize; i++)
{
particle = &particles[i];
if(particle -> IsLifeTimeOver())
{
particle -> ResetRemainingLifeTime();
particle -> SetPosition(position.x, position.y, false);
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spawnRotation = Random(-0.785, 0.785) - DegToRad * rotation; // 0.785 3.14(pi)/4
spawnVelocity = sf::Vector2f(sin(spawnRotation), cos(spawnRotation)) * speed;
particle -> SetVelocity(spawnVelocity + localVelo);
spawnTimer = 1 / spawnRate;
break;
}
}
}
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void ParticleSystem::SetSpawnRate(int rate)
{
spawnRate = rate;
}
void ParticleSystem::SetSize(int size)
{
while(particleSize != size)
if(particleSize > size)
{
delete &particles[--particleSize];
particles.pop_back();
}
else
{
Particle newParticle = Particle(color);
newParticle.SetLifeTime(particleLifeTime);
particles.push_back(newParticle);
particleSize++;
}
}
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void ParticleSystem::SetSpeed(float speed)
{
this -> speed = speed;
}
void ParticleSystem::SetRotation(float rotation)
{
this -> rotation = rotation;
}
void ParticleSystem::SetLocalVelocity(sf::Vector2f velo)
{
velo.y *= -1;
localVelo = velo;
}
void ParticleSystem::SetParticleLifeTime(float lifeTime)
{
if(lifeTime < 0.1)
return;
int i;
particleLifeTime = lifeTime;
for (i = 0; i < particleSize; i++)
particles[i].SetLifeTime(lifeTime);
}
Particle &ParticleSystem::operator[](int index)
{
return particles[index];
}
int ParticleSystem::Size()
{
return particles.size();
}
#pragma endregion