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#pragma once
#include <cstdint>
#include <vector>
#include "Component.h"
#include "Particle.h"
#include "Transform.h"
class Sprite;
namespace crepe {
class ParticleEmitter : public Component {
public:
struct ParticleBoundary{
//! boundary width (midpoint is emitter location)
double boundary_width = 0.0;
//! boundary height (midpoint is emitter location)
double boundary_height = 0.0;
//! boundary offset from particle emitter location
Vector2 boundary_offset;
//! reset on exit or stop velocity and set max postion
bool reset_on_exit = false;
};
struct ParticleEmitterData{
//! position of the emitter
Vector2 position;
//! maximum number of particles
uint32_t 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
ParticleBoundary boundary;
//! collection of particles
std::vector<Particle> particles;
//! sprite reference
const Sprite* sprite;
};
public:
ParticleEmitter(uint32_t game_object_id, const ParticleEmitterData& data);
~ParticleEmitter();
public:
ParticleEmitterData data;
};
} // namespace crepe
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