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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Particle burst class
*/

#ifndef Particles_h
#define Particles_h

#include "Types.h"
#include "Geometry.h"
#include "Graphic.h"
#include "Sprite.h"

// +--------------------------------------------------------------------+

class Particles : public Graphic
{
public:
    Particles(Bitmap* bitmap,
    int     np,
    const   Vec3& base_loc,
    const   Vec3& vel,
    float   base_speed  = 500.0f,
    float   drag        = 1.0f,
    float   scale       = 1.0f,
    float   bloom       = 0.0f,
    float   decay       = 100.0f,
    float   release     = 1.0f,
    bool    cont        = false,
    bool    trail       = true,
    bool    rise        = false,
    int     blend       = 3,
    int     nframes     = 1);

    virtual ~Particles();

    virtual void   Render(Video* video, DWORD flags);
    virtual void   ExecFrame(double seconds);
    virtual void   TranslateBy(const Point& ref) { offset = ref; loc = loc - ref; }
    virtual bool   CheckVisibility(Projector& projector);

    virtual bool   IsEmitting()   const { return emitting;  }
    virtual void   StopEmitting()       { emitting = false; }

protected:
    int         nparts;
    int         nverts;
    int         blend;
    bool        continuous;
    bool        trailing;
    bool        rising;
    bool        emitting;

    float       base_speed;
    float       max_speed;
    float       drag;
    float       release_rate;
    float       decay;
    float       min_scale;
    float       max_scale;
    float       extra;

    Point       ref_loc;
    Point       offset;
    Point*      velocity;
    Point*      part_loc;
    Point*      release;
    float*      timestamp;
    float*      intensity;
    float*      scale;
    float*      angle;
    BYTE*       frame;

    Sprite*     point_sprite;
};

#endif  // Particles_h