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-rw-r--r--src/crepe/system/InputSystem.cpp259
-rw-r--r--src/crepe/system/InputSystem.h40
-rw-r--r--src/crepe/system/ParticleSystem.cpp91
-rw-r--r--src/crepe/system/ParticleSystem.h24
-rw-r--r--src/crepe/system/RenderSystem.cpp4
5 files changed, 217 insertions, 201 deletions
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index 7796b47..58720dd 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -1,7 +1,7 @@
#include "../api/Button.h"
+#include "../facade/SDLContext.h"
#include "../manager/ComponentManager.h"
#include "../manager/EventManager.h"
-#include "facade/SDLContext.h"
#include "util/Log.h"
#include "InputSystem.h"
@@ -10,12 +10,13 @@ using namespace crepe;
void InputSystem::fixed_update() {
ComponentManager & mgr = this->mediator.component_manager;
- EventManager & event_mgr = this->mediator.event_manager;
+
SDLContext & context = this->mediator.sdl_context;
- std::vector<SDLContext::EventData> event_list = context.get_events();
+ std::vector<EventData> event_list = context.get_events();
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
OptionalRef<Camera> curr_cam_ref;
+
// Find the active camera
for (Camera & cam : cameras) {
if (!cam.active) continue;
@@ -23,150 +24,185 @@ void InputSystem::fixed_update() {
break;
}
if (!curr_cam_ref) return;
+
Camera & current_cam = curr_cam_ref;
RefVector<Transform> transform_vec
= mgr.get_components_by_id<Transform>(current_cam.game_object_id);
Transform & cam_transform = transform_vec.front().get();
- int camera_origin_x = cam_transform.position.x + current_cam.data.postion_offset.x
- - (current_cam.viewport_size.x / 2);
- int camera_origin_y = cam_transform.position.y + current_cam.data.postion_offset.y
- - (current_cam.viewport_size.y / 2);
-
- for (const SDLContext::EventData & event : event_list) {
- int world_mouse_x = event.mouse_position.x + camera_origin_x;
- int world_mouse_y = event.mouse_position.y + camera_origin_y;
- // check if the mouse is within the viewport
- bool mouse_in_viewport
- = !(world_mouse_x < camera_origin_x
- || world_mouse_x > camera_origin_x + current_cam.viewport_size.x
- || world_mouse_y < camera_origin_y
- || world_mouse_y > camera_origin_y + current_cam.viewport_size.y);
-
- switch (event.event_type) {
- case SDLContext::EventType::KEYDOWN:
- event_mgr.queue_event<KeyPressEvent>(KeyPressEvent{
- .repeat = event.key_repeat,
- .key = event.key,
- });
- break;
- case SDLContext::EventType::KEYUP:
- event_mgr.queue_event<KeyReleaseEvent>(KeyReleaseEvent{
- .key = event.key,
- });
- break;
- case SDLContext::EventType::MOUSEDOWN:
- if (!mouse_in_viewport) {
- break;
- }
- event_mgr.queue_event<MousePressEvent>(MousePressEvent{
- .mouse_x = world_mouse_x,
- .mouse_y = world_mouse_y,
- .button = event.mouse_button,
- });
- this->last_mouse_down_position = {world_mouse_x, world_mouse_y};
- this->last_mouse_button = event.mouse_button;
- break;
- case SDLContext::EventType::MOUSEUP: {
- if (!mouse_in_viewport) {
- break;
- }
- event_mgr.queue_event<MouseReleaseEvent>(MouseReleaseEvent{
- .mouse_x = world_mouse_x,
- .mouse_y = world_mouse_y,
- .button = event.mouse_button,
- });
- //check if its a click by checking the last button down
- int delta_x = world_mouse_x - this->last_mouse_down_position.x;
- int delta_y = world_mouse_y - this->last_mouse_down_position.y;
-
- if (this->last_mouse_button == event.mouse_button
- && std::abs(delta_x) <= click_tolerance
- && std::abs(delta_y) <= click_tolerance) {
- event_mgr.queue_event<MouseClickEvent>(MouseClickEvent{
- .mouse_x = world_mouse_x,
- .mouse_y = world_mouse_y,
- .button = event.mouse_button,
- });
-
- this->handle_click(event.mouse_button, world_mouse_x, world_mouse_y);
- }
- } break;
- case SDLContext::EventType::MOUSEMOVE:
- if (!mouse_in_viewport) {
- break;
- }
- event_mgr.queue_event<MouseMoveEvent>(MouseMoveEvent{
- .mouse_x = world_mouse_x,
- .mouse_y = world_mouse_y,
- .delta_x = event.rel_mouse_move.x,
- .delta_y = event.rel_mouse_move.y,
- });
- this->handle_move(event, world_mouse_x, world_mouse_y);
- break;
- case SDLContext::EventType::MOUSEWHEEL:
- event_mgr.queue_event<MouseScrollEvent>(MouseScrollEvent{
- .mouse_x = world_mouse_x,
- .mouse_y = world_mouse_y,
- .scroll_direction = event.scroll_direction,
- .scroll_delta = event.scroll_delta,
+
+ vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset
+ - (current_cam.viewport_size / 2);
+
+ for (const EventData & event : event_list) {
+ // Only calculate mouse coordinates for relevant events
+ if (event.event_type == EventType::MOUSE_DOWN
+ || event.event_type == EventType::MOUSE_UP
+ || event.event_type == EventType::MOUSE_MOVE
+ || event.event_type == EventType::MOUSE_WHEEL) {
+ this->handle_mouse_event(event, camera_origin, current_cam);
+
+ } else {
+ this->handle_non_mouse_event(event);
+ }
+ }
+}
+
+void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camera_origin,
+ const Camera & current_cam) {
+ EventManager & event_mgr = this->mediator.event_manager;
+ vec2 adjusted_mouse;
+ adjusted_mouse.x = event.data.mouse_data.mouse_position.x + camera_origin.x;
+ adjusted_mouse.x = event.data.mouse_data.mouse_position.y + camera_origin.y;
+ // Check if the mouse is within the viewport
+ if ((adjusted_mouse.x < camera_origin.x
+ || adjusted_mouse.x > camera_origin.x + current_cam.viewport_size.x
+ || adjusted_mouse.y < camera_origin.y
+ || adjusted_mouse.y > camera_origin.y + current_cam.viewport_size.y))
+ return;
+
+ // Handle mouse-specific events
+ switch (event.event_type) {
+ case EventType::MOUSE_DOWN:
+ event_mgr.queue_event<MousePressEvent>({
+ .mouse_pos = adjusted_mouse,
+ .button = event.data.mouse_data.mouse_button,
+ });
+ this->last_mouse_down_position = adjusted_mouse;
+ this->last_mouse_button = event.data.mouse_data.mouse_button;
+ break;
+
+ case EventType::MOUSE_UP: {
+ event_mgr.queue_event<MouseReleaseEvent>({
+ .mouse_pos = adjusted_mouse,
+ .button = event.data.mouse_data.mouse_button,
+ });
+ vec2 delta_move = adjusted_mouse - this->last_mouse_down_position;
+ int click_tolerance = Config::get_instance().input.click_tolerance;
+ if (this->last_mouse_button == event.data.mouse_data.mouse_button
+ && std::abs(delta_move.x) <= click_tolerance
+ && std::abs(delta_move.y) <= click_tolerance) {
+ event_mgr.queue_event<MouseClickEvent>({
+ .mouse_pos = adjusted_mouse,
+ .button = event.data.mouse_data.mouse_button,
});
- break;
- case SDLContext::EventType::SHUTDOWN:
- event_mgr.queue_event<ShutDownEvent>(ShutDownEvent{});
- break;
- default:
- break;
+ this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse);
+ }
+ break;
}
+
+ case EventType::MOUSE_MOVE:
+ event_mgr.queue_event<MouseMoveEvent>({
+ .mouse_pos = adjusted_mouse,
+ .mouse_delta = event.data.mouse_data.rel_mouse_move,
+ });
+ this->handle_move(event, adjusted_mouse);
+ break;
+
+ case EventType::MOUSE_WHEEL:
+ event_mgr.queue_event<MouseScrollEvent>({
+ .mouse_pos = adjusted_mouse,
+ .scroll_direction = event.data.mouse_data.scroll_direction,
+ .scroll_delta = event.data.mouse_data.scroll_delta,
+ });
+ break;
+
+ default:
+ break;
+ }
+}
+
+void InputSystem::handle_non_mouse_event(const EventData & event) {
+ EventManager & event_mgr = this->mediator.event_manager;
+ switch (event.event_type) {
+ case EventType::KEY_DOWN:
+
+ event_mgr.queue_event<KeyPressEvent>(
+ {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key});
+ break;
+ case EventType::KEY_UP:
+ event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key});
+ break;
+ case EventType::SHUTDOWN:
+ event_mgr.queue_event<ShutDownEvent>({});
+ break;
+ case EventType::WINDOW_EXPOSE:
+ event_mgr.queue_event<WindowExposeEvent>({});
+ break;
+ case EventType::WINDOW_RESIZE:
+ event_mgr.queue_event<WindowResizeEvent>(
+ WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension});
+ break;
+ case EventType::WINDOW_MOVE:
+ event_mgr.queue_event<WindowMoveEvent>(
+ {.delta_move = event.data.window_data.move_delta});
+ break;
+ case EventType::WINDOW_MINIMIZE:
+ event_mgr.queue_event<WindowMinimizeEvent>({});
+ break;
+ case EventType::WINDOW_MAXIMIZE:
+ event_mgr.queue_event<WindowMaximizeEvent>({});
+ break;
+ case EventType::WINDOW_FOCUS_GAIN:
+ event_mgr.queue_event<WindowFocusGainEvent>({});
+ break;
+ case EventType::WINDOW_FOCUS_LOST:
+ event_mgr.queue_event<WindowFocusLostEvent>({});
+ break;
+ default:
+ break;
}
}
-void InputSystem::handle_move(const SDLContext::EventData & event_data,
- const int world_mouse_x, const int world_mouse_y) {
+
+void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos) {
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
for (Button & button : buttons) {
+ if (!button.active) continue;
RefVector<Transform> transform_vec
= mgr.get_components_by_id<Transform>(button.game_object_id);
Transform & transform(transform_vec.front().get());
bool was_hovering = button.hover;
- if (button.active
- && this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) {
+ if (this->is_mouse_inside_button(mouse_pos, button, transform)) {
button.hover = true;
- if (!was_hovering && button.on_mouse_enter) {
+ if (!button.on_mouse_enter) continue;
+ if (!was_hovering) {
button.on_mouse_enter();
}
} else {
button.hover = false;
// Trigger the on_exit callback if the hover state just changed to false
- if (was_hovering && button.on_mouse_exit) {
+ if (!button.on_mouse_exit) continue;
+ if (was_hovering) {
button.on_mouse_exit();
}
}
}
}
-void InputSystem::handle_click(const MouseButton & mouse_button, const int world_mouse_x,
- const int world_mouse_y) {
+void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos) {
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
for (Button & button : buttons) {
+ if (!button.active) continue;
+ if (!button.on_click) continue;
RefVector<Transform> transform_vec
= mgr.get_components_by_id<Transform>(button.game_object_id);
Transform & transform = transform_vec.front().get();
- if (button.active
- && this->is_mouse_inside_button(world_mouse_x, world_mouse_y, button, transform)) {
- this->handle_button_press(button);
+ if (this->is_mouse_inside_button(mouse_pos, button, transform)) {
+
+ button.on_click();
}
}
}
-bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y,
- const Button & button, const Transform & transform) {
+bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button & button,
+ const Transform & transform) {
int actual_x = transform.position.x + button.offset.x;
int actual_y = transform.position.y + button.offset.y;
@@ -174,17 +210,6 @@ bool InputSystem::is_mouse_inside_button(const int mouse_x, const int mouse_y,
int half_height = button.dimensions.y / 2;
// Check if the mouse is within the button's boundaries
- return mouse_x >= actual_x - half_width && mouse_x <= actual_x + half_width
- && mouse_y >= actual_y - half_height && mouse_y <= actual_y + half_height;
-}
-
-void InputSystem::handle_button_press(Button & button) {
- if (button.is_toggle) {
- if (!button.is_pressed && button.on_click) {
- button.on_click();
- }
- button.is_pressed = !button.is_pressed;
- } else if (button.on_click) {
- button.on_click();
- }
+ return mouse_pos.x >= actual_x - half_width && mouse_pos.x <= actual_x + half_width
+ && mouse_pos.y >= actual_y - half_height && mouse_pos.y <= actual_y + half_height;
}
diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h
index 62b0fcd..9e7846c 100644
--- a/src/crepe/system/InputSystem.h
+++ b/src/crepe/system/InputSystem.h
@@ -1,6 +1,8 @@
#pragma once
-#include "../facade/SDLContext.h"
+#include "../api/Config.h"
+#include "../facade/EventData.h"
+
#include "../types.h"
#include "../util/OptionalRef.h"
@@ -11,7 +13,6 @@ namespace crepe {
class Camera;
class Button;
class Transform;
-
/**
* \brief Handles the processing of input events created by SDLContext
*
@@ -31,15 +32,30 @@ public:
private:
//! Stores the last position of the mouse when the button was pressed.
- ivec2 last_mouse_down_position;
+ vec2 last_mouse_down_position;
// TODO: specify world/hud space and make regular `vec2`
//! Stores the last mouse button pressed.
MouseButton last_mouse_button = MouseButton::NONE;
-
- //! The maximum allowable distance between mouse down and mouse up to register as a click.
- const int click_tolerance = 5;
-
+ /**
+ * \brief Handles mouse-related events.
+ * \param event The event data for the mouse event.
+ * \param camera_origin The origin position of the camera in world space.
+ * \param current_cam The currently active camera.
+ *
+ * This method processes mouse events, adjusts the mouse position to world coordinates,
+ * and triggers the appropriate mouse-specific event handling logic.
+ */
+ void handle_mouse_event(const EventData & event, const vec2 & camera_origin,
+ const Camera & current_cam);
+ /**
+ * \brief Handles non-mouse-related events.
+ * \param event The event data for the non-mouse event.
+ *
+ * This method processes events that do not involve the mouse, such as keyboard events,
+ * window events, and shutdown events, and triggers the corresponding event actions.
+ */
+ void handle_non_mouse_event(const EventData & event);
/**
* \brief Handles the mouse click event.
* \param mouse_button The mouse button involved in the click.
@@ -48,8 +64,7 @@ private:
*
* This method processes the mouse click event and triggers the corresponding button action.
*/
- void handle_click(const MouseButton & mouse_button, const int world_mouse_x,
- const int world_mouse_y);
+ void handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos);
/**
* \brief Handles the mouse movement event.
@@ -59,8 +74,7 @@ private:
*
* This method processes the mouse movement event and updates the button hover state.
*/
- void handle_move(const SDLContext::EventData & event_data, const int world_mouse_x,
- const int world_mouse_y);
+ void handle_move(const EventData & event_data, const vec2 & mouse_pos);
/**
* \brief Checks if the mouse position is inside the bounds of the button.
@@ -70,8 +84,8 @@ private:
* \param transform The transform component of the button.
* \return True if the mouse is inside the button, false otherwise.
*/
- bool is_mouse_inside_button(const int world_mouse_x, const int world_mouse_y,
- const Button & button, const Transform & transform);
+ bool is_mouse_inside_button(const vec2 & mouse_pos, const Button & button,
+ const Transform & transform);
/**
* \brief Handles the button press event, calling the on_click callback if necessary.
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index 5ccd128..bbc7366 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -1,3 +1,4 @@
+#include <chrono>
#include <cmath>
#include <cstdlib>
#include <ctime>
@@ -5,14 +6,19 @@
#include "../api/ParticleEmitter.h"
#include "../api/Transform.h"
#include "../manager/ComponentManager.h"
+#include "../manager/LoopTimerManager.h"
#include "ParticleSystem.h"
using namespace crepe;
-void ParticleSystem::frame_update() {
+void ParticleSystem::fixed_update() {
// Get all emitters
- ComponentManager & mgr = this->mediator.component_manager;
+ const Mediator & mediator = this->mediator;
+ LoopTimerManager & loop_timer = mediator.loop_timer;
+ ComponentManager & mgr = mediator.component_manager;
+ float dt = loop_timer.get_scaled_fixed_delta_time().count();
+
RefVector<ParticleEmitter> emitters = mgr.get_components_by_type<ParticleEmitter>();
for (ParticleEmitter & emitter : emitters) {
@@ -21,38 +27,39 @@ void ParticleSystem::frame_update() {
= mgr.get_components_by_id<Transform>(emitter.game_object_id).front().get();
// Emit particles based on emission_rate
- int updates = calculate_update(this->update_count, emitter.data.emission_rate);
- for (size_t i = 0; i < updates; i++) {
- emit_particle(emitter, transform);
+ emitter.spawn_accumulator += emitter.data.emission_rate * dt;
+ while (emitter.spawn_accumulator >= 1.0) {
+ this->emit_particle(emitter, transform);
+ emitter.spawn_accumulator -= 1.0;
}
// Update all particles
- for (Particle & particle : emitter.data.particles) {
+ for (Particle & particle : emitter.particles) {
if (particle.active) {
- particle.update();
+ particle.update(dt);
}
}
// Check if within boundary
- check_bounds(emitter, transform);
+ this->check_bounds(emitter, transform);
}
-
- this->update_count = (this->update_count + 1) % this->MAX_UPDATE_COUNT;
}
void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) {
constexpr float DEG_TO_RAD = M_PI / 180.0;
- vec2 initial_position = emitter.data.position + transform.position;
- float random_angle = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
+ vec2 initial_position = emitter.data.offset + transform.position;
+ float random_angle
+ = this->generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
- float random_speed = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
+ float random_speed
+ = this->generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
float angle_radians = random_angle * DEG_TO_RAD;
vec2 velocity
= {random_speed * std::cos(angle_radians), random_speed * std::sin(angle_radians)};
- for (Particle & particle : emitter.data.particles) {
+ for (Particle & particle : emitter.particles) {
if (!particle.active) {
particle.reset(emitter.data.end_lifespan, initial_position, velocity,
random_angle);
@@ -61,66 +68,54 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform &
}
}
-int ParticleSystem::calculate_update(int count, double emission) const {
- double integer_part = std::floor(emission);
- double fractional_part = emission - integer_part;
-
- if (fractional_part > 0) {
- int denominator = static_cast<int>(1.0 / fractional_part);
- return (count % denominator == 0) ? 1 : 0;
- }
-
- return static_cast<int>(emission);
-}
-
void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & transform) {
- vec2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position;
- double half_width = emitter.data.boundary.width / 2.0;
- double half_height = emitter.data.boundary.height / 2.0;
+ vec2 offset = emitter.data.boundary.offset + transform.position + emitter.data.offset;
+ float half_width = emitter.data.boundary.width / 2.0;
+ float half_height = emitter.data.boundary.height / 2.0;
- const double LEFT = offset.x - half_width;
- const double RIGHT = offset.x + half_width;
- const double TOP = offset.y - half_height;
- const double BOTTOM = offset.y + half_height;
+ float left = offset.x - half_width;
+ float right = offset.x + half_width;
+ float top = offset.y - half_height;
+ float bottom = offset.y + half_height;
- for (Particle & particle : emitter.data.particles) {
+ for (Particle & particle : emitter.particles) {
const vec2 & position = particle.position;
- bool within_bounds = (position.x >= LEFT && position.x <= RIGHT && position.y >= TOP
- && position.y <= BOTTOM);
-
+ bool within_bounds = (position.x >= left && position.x <= right && position.y >= top
+ && position.y <= bottom);
+ //if not within bounds do a reset or stop velocity
if (!within_bounds) {
if (emitter.data.boundary.reset_on_exit) {
particle.active = false;
} else {
particle.velocity = {0, 0};
- if (position.x < LEFT) particle.position.x = LEFT;
- else if (position.x > RIGHT) particle.position.x = RIGHT;
- if (position.y < TOP) particle.position.y = TOP;
- else if (position.y > BOTTOM) particle.position.y = BOTTOM;
+ if (position.x < left) particle.position.x = left;
+ else if (position.x > right) particle.position.x = right;
+ if (position.y < top) particle.position.y = top;
+ else if (position.y > bottom) particle.position.y = bottom;
}
}
}
}
-double ParticleSystem::generate_random_angle(double min_angle, double max_angle) const {
+float ParticleSystem::generate_random_angle(float min_angle, float max_angle) const {
if (min_angle == max_angle) {
return min_angle;
} else if (min_angle < max_angle) {
return min_angle
- + static_cast<double>(std::rand() % static_cast<int>(max_angle - min_angle));
+ + static_cast<float>(std::rand() % static_cast<int>(max_angle - min_angle));
} else {
- double angle_offset = (360 - min_angle) + max_angle;
- double random_angle
- = min_angle + static_cast<double>(std::rand() % static_cast<int>(angle_offset));
+ float angle_offset = (360 - min_angle) + max_angle;
+ float random_angle
+ = min_angle + static_cast<float>(std::rand() % static_cast<int>(angle_offset));
return (random_angle >= 360) ? random_angle - 360 : random_angle;
}
}
-double ParticleSystem::generate_random_speed(double min_speed, double max_speed) const {
+float ParticleSystem::generate_random_speed(float min_speed, float max_speed) const {
if (min_speed == max_speed) {
return min_speed;
} else {
return min_speed
- + static_cast<double>(std::rand() % static_cast<int>(max_speed - min_speed));
+ + static_cast<float>(std::rand() % static_cast<int>(max_speed - min_speed));
}
}
diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h
index 6c631ea..4296ff3 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -20,7 +20,7 @@ public:
* \brief Updates all particle emitters by emitting particles, updating particle states, and
* checking bounds.
*/
- void frame_update() override;
+ void fixed_update() override;
private:
/**
@@ -32,16 +32,6 @@ private:
void emit_particle(ParticleEmitter & emitter, const Transform & transform);
/**
- * \brief Calculates the number of times particles should be emitted based on emission rate
- * and update count.
- *
- * \param count Current update count.
- * \param emission Emission rate.
- * \return The number of particles to emit.
- */
- int calculate_update(int count, double emission) const;
-
- /**
* \brief Checks whether particles are within the emitter’s boundary, resets or stops
* particles if they exit.
*
@@ -57,7 +47,7 @@ private:
* \param max_angle Maximum emission angle in degrees.
* \return Random angle in degrees.
*/
- double generate_random_angle(double min_angle, double max_angle) const;
+ float generate_random_angle(float min_angle, float max_angle) const;
/**
* \brief Generates a random speed for particle emission within the specified range.
@@ -66,15 +56,7 @@ private:
* \param max_speed Maximum emission speed.
* \return Random speed.
*/
- double generate_random_speed(double min_speed, double max_speed) const;
-
-private:
- //! Counter to count updates to determine how many times emit_particle is
- // called.
- unsigned int update_count = 0;
- //! Determines the lowest amount of emission rate (1000 = 0.001 = 1 particle per 1000
- // updates).
- static constexpr unsigned int MAX_UPDATE_COUNT = 100;
+ float generate_random_speed(float min_speed, float max_speed) const;
};
} // namespace crepe
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 607bbab..c403f6c 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -83,11 +83,11 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale)
bool rendering_particles = false;
for (const ParticleEmitter & em : emitters) {
- if (&em.data.sprite != &sprite) continue;
+ if (&em.sprite != &sprite) continue;
rendering_particles = true;
if (!em.active) continue;
- for (const Particle & p : em.data.particles) {
+ for (const Particle & p : em.particles) {
if (!p.active) continue;
ctx.draw(SDLContext::RenderContext{