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-rw-r--r--src/crepe/Particle.cpp13
-rw-r--r--src/crepe/Particle.h11
-rw-r--r--src/crepe/api/ParticleEmitter.cpp5
-rw-r--r--src/crepe/api/ParticleEmitter.h31
-rw-r--r--src/crepe/system/CollisionSystem.cpp1
-rw-r--r--src/crepe/system/ParticleSystem.cpp60
-rw-r--r--src/crepe/system/ParticleSystem.h15
7 files changed, 62 insertions, 74 deletions
diff --git a/src/crepe/Particle.cpp b/src/crepe/Particle.cpp
index 485a0d4..b340826 100644
--- a/src/crepe/Particle.cpp
+++ b/src/crepe/Particle.cpp
@@ -2,8 +2,8 @@
using namespace crepe;
-void Particle::reset(uint32_t lifespan, const vec2 & position, const vec2 & velocity,
- double angle) {
+void Particle::reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity,
+ float angle) {
// Initialize the particle state
this->time_in_life = 0;
this->lifespan = lifespan;
@@ -15,16 +15,17 @@ void Particle::reset(uint32_t lifespan, const vec2 & position, const vec2 & velo
this->force_over_time = {0, 0};
}
-void Particle::update() {
+void Particle::update(double dt) {
// Deactivate particle if it has exceeded its lifespan
- if (++time_in_life >= lifespan) {
+ time_in_life += dt;
+ if (time_in_life >= lifespan) {
this->active = false;
return;
}
// Update velocity based on accumulated force and update position
- this->velocity += force_over_time;
- this->position += velocity;
+ this->velocity += force_over_time * dt;
+ this->position += velocity * dt;
}
void Particle::stop_movement() {
diff --git a/src/crepe/Particle.h b/src/crepe/Particle.h
index d0397c9..49fec1f 100644
--- a/src/crepe/Particle.h
+++ b/src/crepe/Particle.h
@@ -24,13 +24,13 @@ public:
//! Accumulated force affecting the particle over time.
vec2 force_over_time;
//! Total lifespan of the particle in milliseconds.
- uint32_t lifespan;
+ float lifespan;
//! Active state of the particle; true if it is in use, false otherwise.
bool active = false;
//! The time the particle has been alive, in milliseconds.
- uint32_t time_in_life = 0;
+ float time_in_life = 0;
//! The angle at which the particle is oriented or moving.
- double angle = 0;
+ float angle = 0;
/**
* \brief Resets the particle with new properties.
@@ -43,14 +43,15 @@ public:
* \param velocity The initial velocity of the particle.
* \param angle The angle of the particle's trajectory or orientation.
*/
- void reset(uint32_t lifespan, const vec2 & position, const vec2 & velocity, double angle);
+ void reset(unsigned int lifespan, const vec2 & position, const vec2 & velocity, float angle);
/**
* \brief Updates the particle's state.
*
* Advances the particle's position based on its velocity and applies accumulated forces.
* Deactivates the particle if its lifespan has expired.
+ * \param dt The amount of fixed delta time that has passed.
*/
- void update();
+ void update(double dt);
/**
* \brief Stops the particle's movement.
*
diff --git a/src/crepe/api/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp
index 90b77a0..1cfdceb 100644
--- a/src/crepe/api/ParticleEmitter.cpp
+++ b/src/crepe/api/ParticleEmitter.cpp
@@ -1,10 +1,11 @@
#include "ParticleEmitter.h"
+#include "api/Sprite.h"
using namespace crepe;
-ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Data & data)
+ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite, const Data & data)
: Component(game_object_id),
- data(data) {
+ sprite(sprite), data(data) {
for (size_t i = 0; i < this->data.max_particles; i++) {
this->data.particles.emplace_back();
}
diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h
index b83fd61..48c7625 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 +49,30 @@ 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;
+ //! Saves time left over from last update event.
+ float spawn_accumulator = 0;
//! 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 +80,7 @@ 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.
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index 44a0431..0483693 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -290,7 +290,6 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co
// Compute penetration depth
float penetration_depth = circle_collider.radius - distance;
-
// Compute the resolution vector
vec2 resolution = collision_normal * penetration_depth;
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index b14c52f..3befb03 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -12,8 +12,10 @@ using namespace crepe;
void ParticleSystem::update() {
// Get all emitters
+
ComponentManager & mgr = this->mediator.component_manager;
RefVector<ParticleEmitter> emitters = mgr.get_components_by_type<ParticleEmitter>();
+ double dt = LoopTimer::get_instance().get_fixed_delta_time();
for (ParticleEmitter & emitter : emitters) {
// Get transform linked to emitter
@@ -21,20 +23,21 @@ void ParticleSystem::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.data.spawn_accumulator = emitter.data.emission_rate * dt;
+ while (emitter.data.spawn_accumulator >= 1.0) {
+ this->emit_particle(emitter, transform);
+ emitter.data.spawn_accumulator -= 1.0;
+ }
+
// Update all particles
for (Particle & particle : emitter.data.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;
@@ -44,9 +47,9 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const 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);
+ 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
@@ -61,33 +64,20 @@ 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;
+ 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;
+ const float LEFT = offset.x - half_width;
+ const float RIGHT = offset.x + half_width;
+ const float TOP = offset.y - half_height;
+ const float BOTTOM = offset.y + half_height;
for (Particle & particle : emitter.data.particles) {
const vec2 & position = particle.position;
bool within_bounds = (position.x >= LEFT && position.x <= RIGHT && position.y >= TOP
&& position.y <= BOTTOM);
-
if (!within_bounds) {
if (emitter.data.boundary.reset_on_exit) {
particle.active = false;
@@ -102,25 +92,25 @@ void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & t
}
}
-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 068f01c..454b65f 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -23,6 +23,7 @@ public:
void update() override;
private:
+
/**
* \brief Emits a particle from the specified emitter based on its emission properties.
*
@@ -32,16 +33,6 @@ 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 +48,7 @@ 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.
@@ -66,7 +57,7 @@ private:
* \param max_speed Maximum emission speed.
* \return Random speed.
*/
- double generate_random_speed(double min_speed, double max_speed) const;
+ float generate_random_speed(float min_speed, float max_speed) const;
private:
//! Counter to count updates to determine how many times emit_particle is