#pragma once #include #include #include "Component.h" #include "Particle.h" #include "Sprite.h" #include "Vector2.h" // class Sprite; namespace crepe { /** * \brief Data holder for particle emission parameters. * * The ParticleEmitter class stores configuration data for particle properties, * defining the characteristics and boundaries of particle emissions. */ class ParticleEmitter : public Component { public: /** * \brief Defines the boundary within which particles are constrained. * * This structure specifies the boundary's size and offset, as well as the * behavior of particles upon reaching the boundary limits. */ struct Boundary { //! boundary width (midpoint is emitter location) double width = 0.0; //! boundary height (midpoint is emitter location) double height = 0.0; //! boundary offset from particle emitter location Vector2 offset; //! reset on exit or stop velocity and set max postion bool reset_on_exit = false; }; /** * \brief Holds parameters that control particle emission. * * Contains settings for the emitter’s position, particle speed, angle, lifespan, * boundary, and the sprite used for rendering particles. */ struct Data { //! position of the emitter Vector2 position; //! maximum number of particles const unsigned int max_particles = 0; //! rate of particle emission per update (Lowest value = 0.001 any lower is ignored) double emission_rate = 0; //! min speed of the particles double min_speed = 0; //! min speed of the particles double max_speed = 0; //! min angle of particle emission double min_angle = 0; //! max angle of particle emission double max_angle = 0; //! begin Lifespan of particle (only visual) double begin_lifespan = 0.0; //! end Lifespan of particle double end_lifespan = 0.0; //! force over time (physics) Vector2 force_over_time; //! particle boundary Boundary boundary; //! collection of particles std::vector particles; //! sprite reference const Sprite & sprite; }; public: /** * \brief Constructs a ParticleEmitter data holder with specified settings. * * \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); public: //! Configuration data for particle emission settings. Data data; }; } // namespace crepe