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path: root/src/crepe/api/ParticleEmitter.h
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-rw-r--r--src/crepe/api/ParticleEmitter.h29
1 files changed, 16 insertions, 13 deletions
diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h
index b83fd61..e8fa15e 100644
--- a/src/crepe/api/ParticleEmitter.h
+++ b/src/crepe/api/ParticleEmitter.h
@@ -1,5 +1,6 @@
#pragma once
+#include <cmath>
#include <vector>
#include "Component.h"
@@ -26,15 +27,18 @@ public:
*/
struct Boundary {
//! boundary width (midpoint is emitter location)
- double width = 0.0;
+ float width = INFINITY;
//! boundary height (midpoint is emitter location)
- double height = 0.0;
+ float height = INFINITY;
//! boundary offset from particle emitter location
vec2 offset;
//! reset on exit or stop velocity and set max postion
bool reset_on_exit = false;
};
+ //! sprite reference of displayed sprite
+ const Sprite & sprite;
+
/**
* \brief Holds parameters that control particle emission.
*
@@ -45,29 +49,28 @@ public:
//! position of the emitter
vec2 position;
//! maximum number of particles
- const unsigned int max_particles = 0;
+ const unsigned int max_particles = 256;
//! rate of particle emission per update (Lowest value = 0.001 any lower is ignored)
- double emission_rate = 0;
+ float emission_rate = 1;
//! min speed of the particles
- double min_speed = 0;
+ float min_speed = 1;
//! min speed of the particles
- double max_speed = 0;
+ float max_speed = 2;
//! min angle of particle emission
- double min_angle = 0;
+ float min_angle = 0;
//! max angle of particle emission
- double max_angle = 0;
+ float max_angle = 0;
//! begin Lifespan of particle (only visual)
- double begin_lifespan = 0.0;
+ float begin_lifespan = 0.0;
//! end Lifespan of particle
- double end_lifespan = 0.0;
+ float end_lifespan = 10.0;
//! force over time (physics)
vec2 force_over_time;
//! particle boundary
Boundary boundary;
//! collection of particles
std::vector<Particle> particles;
- //! sprite reference
- const Sprite & sprite;
+
};
public:
@@ -75,7 +78,7 @@ public:
* \param game_object_id Identifier for the game object using this emitter.
* \param data Configuration data defining particle properties.
*/
- ParticleEmitter(game_object_id_t game_object_id, const Data & data);
+ ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite,const Data & data);
public:
//! Configuration data for particle emission settings.