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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
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