generated from sigonasr2/CPlusPlusProjectTemplate
Smoke particles
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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54
Smoke.h
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54
Smoke.h
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#include "pixelGameEngine.h"
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#include <algorithm>
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using namespace olc;
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class Smoke{
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float riseSpd;
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std::vector<vf2d> points;
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std::vector<vf2d> uvs;
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std::vector<Pixel> cols;
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vf2d size;
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vf2d pos;
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float fadeSpd=1; //How much alpha to drop down per second.
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int freq=rand()%2+1;
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float alpha=128;
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public:
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Smoke(vf2d size, vf2d pos, float riseSpd=5.f, float fadeSpd=100)
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:size(size),riseSpd(riseSpd),fadeSpd(fadeSpd) {
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int ind=0;
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points.push_back({pos.x,pos.y});
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uvs.push_back({0,0});
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cols.push_back(Pixel(128,128,128,128));
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for (float i=0;i<2*M_PI;i+=2*M_PI/64) {
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points.push_back({sinf(i)*size.x+pos.x,cosf(i)*size.y+pos.y});
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uvs.push_back({0,0});
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cols.push_back(Pixel(128,128,128,128));
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}
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points.push_back(points[1]);
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uvs.push_back({0,0});
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cols.push_back(Pixel(128,128,128,128));
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};
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void update(float fElapsedTime) {
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alpha=std::clamp(alpha-fadeSpd*fElapsedTime,0.f,255.f);
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for (int i=0;i<points.size();i++) {
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points[i].y-=(riseSpd+rand()%1000/1000.0F*riseSpd*4)*fElapsedTime;
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cols[i].a=(int)alpha;
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}
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}
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void render(PixelGameEngine*engine) {
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engine->DrawPolygonDecal(nullptr,points,uvs,cols);
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}
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bool expired() {
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for (int i=0;i<cols.size();i++) {
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if (cols[i].a>0) {
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return false;
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}
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}
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return true;
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}
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};
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