It's smoke
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Smoke/Smoke.h

54 lines
1.5 KiB

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