#include "ParticleSystem.h" #include #include #include "ParticleEmitter.h" #include "Particle.h" #include "ComponentManager.h" using namespace crepe; ParticleSystem::ParticleSystem() : m_elapsedTime(0.0f) {} // Initialize m_elapsedTime to 0 void ParticleSystem::update() { ComponentManager& mgr = ComponentManager::get_instance(); std::vector> emitters = mgr.get_components_by_type(); float deltaTime = 0.10; for (ParticleEmitter& emitter : emitters) { float updateAmount = 1/static_cast(emitter.m_emissionRate); for (float i = 0; i < deltaTime; i += updateAmount) { emitParticle(emitter); } for (size_t j = 0; j < emitter.particles.size(); j++) { if(emitter.particles[j].active) { emitter.particles[j].update(deltaTime); } } } } void ParticleSystem::emitParticle(ParticleEmitter& emitter) { Position initialPosition = { emitter.m_position.x, emitter.m_position.y}; float randomAngle = 0.0f; if(emitter.m_maxAngle < emitter.m_minAngle) { randomAngle = ((emitter.m_minAngle + (std::rand() % (static_cast(emitter.m_maxAngle + 360 - emitter.m_minAngle + 1))))%360); } else { randomAngle = emitter.m_minAngle + (std::rand() % (static_cast(emitter.m_maxAngle - emitter.m_minAngle + 1))); } float angleInRadians = randomAngle * (M_PI / 180.0f); float randomSpeedOffset = (static_cast(std::rand()) / RAND_MAX) * (2 * emitter.m_speedOffset) - emitter.m_speedOffset; float velocityX = (emitter.m_speed + randomSpeedOffset) * std::cos(angleInRadians); float velocityY = (emitter.m_speed + randomSpeedOffset) * std::sin(angleInRadians); Position initialVelocity = { velocityX, velocityY }; for (size_t i = 0; i < emitter.particles.size(); i++) { if(!emitter.particles[i].active) { emitter.particles[i].reset(emitter.m_endLifespan, initialPosition, initialVelocity); break; } } }