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base.gfx.sprite.particle.bmx
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Rem
====================================================================
Spriteparticle class
====================================================================
Simple particle class.
====================================================================
If not otherwise stated, the following code is available under the
following licence:
LICENCE: zlib/libpng
Copyright (C) 2002-2014 Ronny Otto, digidea.de
This software is provided 'as-is', without any express or
implied warranty. In no event will the authors be held liable
for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it
and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you
must not claim that you wrote the original software. If you use
this software in a product, an acknowledgment in the product
documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
====================================================================
EndRem
SuperStrict
Import "base.gfx.sprite.bmx"
Import "base.util.deltatimer.bmx"
Type TSpriteParticleEmitter
Field area:TRectangle = new TRectangle
Field particles:TSpriteParticle[]
'delay spawn by x seconds
Field spawnEveryMin:Float = 0.15, spawnEveryMax:Float = 0.20
Field spawnNextTime:Float = 0
Field particleConfig:TData = new TData
Method Init:TSpriteParticleEmitter(emitterConfig:TData, particleConfig:TData)
area = TRectangle(emitterConfig.Get("area", area))
spawnEveryMin = emitterConfig.GetFloat("spawnEveryMin", spawnEveryMin)
spawnEveryMax = emitterConfig.GetFloat("spawnEveryMax", spawnEveryMax)
'resize array
local particlesLimit:int = emitterConfig.GetInt("particlesLimit", 100)
particles = particles[..particlesLimit]
'create new particles, set them "dead"
For Local i:Int = 0 until particles.length
particles[i] = New TSpriteParticle.Init(particleConfig)
Next
return self
End Method
Method ResetSpawnTime()
'reset time for next spawn
spawnNextTime = rnd(spawnEveryMin, spawnEveryMax)
End Method
Method Update:int()
local deltaTime:Float = GetDeltaTimer().GetDelta()
spawnNextTime :- deltaTime
'cigar particles
If spawnNextTime <= 0
ResetSpawnTime()
'recreate dead particles
For local i:int = 0 until particles.Length
If not particles[i].isAlive
particles[i].Spawn(area)
endif
Next
EndIf
'update all particles
For local i:int = 0 until particles.Length
particles[i].Update(deltaTime)
Next
End Method
Method Draw:int()
For Local i:Int = 0 until particles.Length
particles[i].Draw()
Next
End Method
End Type
Type TSpriteParticle
Field sprite:TSprite
Field x:Float,y:Float
Field xrange:Int,yrange:Int
Field vel:Float, velMin:Float, velMax:Float
Field angle:Float, angleMin:Float, angleMax:Float
Field life:float, lifeMin:Float, lifeMax:Float
Field startLife:float
Field isAlive:Int
Field alpha:Float, alphaMin:Float, alphaMax:Float, alphaRate:Float
Field scale:Float, scaleMin:Float, scaleMax:Float, scaleRate:Float
Method Init:TSpriteParticle(config:TData)
sprite = TSprite(config.Get("sprite"))
xRange = config.GetFloat("xRange")
yRange = config.GetFloat("yRange")
velMin = config.GetFloat("velocityMin")
velMax = config.GetFloat("velocityMax")
lifeMin = config.GetFloat("LifeMin")
lifeMax = config.GetFloat("lifeMax")
scaleMin = config.GetFloat("scaleMin")
scaleMax = config.GetFloat("scaleMax")
scaleRate = config.GetFloat("scaleRate", 1.0)
alphaMin = config.GetFloat("alphaMin", 1.0)
alphaMax = config.GetFloat("alphaMax", 1.0)
alphaRate = config.GetFloat("alphaRate", 1.0)
angleMin = config.GetFloat("angleMin")
angleMax = config.GetFloat("angleMax")
return self
End Method
Method Spawn(area:TRectangle)
isAlive = True
'spawn in given area
x = area.GetX() + Rnd(-(xRange/2),(xRange/2))
y = area.GetY() + Rnd(-(yRange/2),(yRange/2))
vel = Rnd(velMin, velMax)
life = Rnd(lifeMin, lifeMax)
scale = Rnd(scaleMin, scaleMax)
angle = Rnd(angleMin, angleMax)
startLife = life
alpha = Rnd(alphaMin, alphaMax)
End Method
Method Update(deltaTime:float = 1.0)
life :- deltaTime
If life <0 then isAlive = False
if not isAlive then return
'pcount:+1
vel :* 0.99 '1.02 '0.98
x :- (vel * Cos(angle-90)) * deltaTime
y :- (vel * Sin(angle-90)) * deltaTime
alpha :+ alpha * (alphaRate * deltatime)
scale :+ scale * (scaleRate * deltatime)
angle:*0.999
End Method
Method Draw()
if not isAlive then return
SetAlpha alpha
SetRotation angle
SetScale(scale, scale)
if sprite
sprite.Draw(x,y, -1, ALIGN_CENTER_CENTER)
else
DrawOval(x-3, y-3, 6,6)
endif
SetAlpha 1.0
SetRotation 0
SetScale 1,1
SetColor 255,255,255
EndMethod
End Type