int red = rand() % 255; // calculate firework color
int green = rand() % red;
- currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
- 45, Color(red,green,0), 3, 1300);
+ currentsector->add_particles(epicenter, 0, 360, Vector(1.4,1.4),
+ Vector(0,0), 45, Color(red,green,0), 3, 1300);
SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
random_timer.start(rand() % 400 + 600); // next firework
img_smoke_cloud->draw(context, position, LAYER_OBJECTS+1);
}
-Particles::Particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color_, int size_, int life_time)
- : color(color_), size(size_), vel(velocity), accel(acceleration)
+Particles::Particles(const Vector& epicenter, int min_angle, int max_angle, const Vector& initial_velocity, const Vector& acceleration, int number, Color color_, int size_, int life_time)
+ : color(color_), size(size_), accel(acceleration)
{
if(life_time == 0)
{
{
Particle* particle = new Particle;
particle->pos = epicenter;
- particle->angle = (rand() % 360) * (M_PI / 180); // in radius
+
+ float angle = ((rand() % (max_angle-min_angle))+min_angle)
+ * (M_PI / 180); // convert to radius
+ particle->vel.x = /*fabs*/(sin(angle)) * initial_velocity.x;
+// if(angle >= M_PI && angle < M_PI*2)
+// particle->vel.x *= -1; // work around to fix signal
+ particle->vel.y = /*fabs*/(cos(angle)) * initial_velocity.y;
+// if(angle >= M_PI_2 && angle < 3*M_PI_2)
+// particle->vel.y *= -1;
particles.push_back(particle);
}
Particles::~Particles()
{
// free particles
- for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
+ for(std::vector<Particle*>::iterator i = particles.begin();
+ i < particles.end(); i++)
delete (*i);
}
void
Particles::action(float elapsed_time)
{
- vel.x += accel.x * elapsed_time;
- vel.y += accel.y * elapsed_time;
-
- int camera_x = (int)Sector::current()->camera->get_translation().x;
- int camera_y = (int)Sector::current()->camera->get_translation().y;
+ Vector camera = Sector::current()->camera->get_translation();
// update particles
for(std::vector<Particle*>::iterator i = particles.begin(); i < particles.end(); i++)
{
- (*i)->pos.x += sin((*i)->angle) * vel.x * elapsed_time;
- (*i)->pos.y += cos((*i)->angle) * vel.y * elapsed_time;
+ (*i)->pos.x += (*i)->vel.x * elapsed_time;
+ (*i)->pos.y += (*i)->vel.y * elapsed_time;
+
+ (*i)->vel.x += accel.x * elapsed_time;
+ (*i)->vel.y += accel.y * elapsed_time;
- if((*i)->pos.x < camera_x || (*i)->pos.x > screen->w + camera_x ||
- (*i)->pos.y < camera_y || (*i)->pos.y > screen->h + camera_y)
+ if((*i)->pos.x < camera.x || (*i)->pos.x > screen->w + camera.x ||
+ (*i)->pos.y < camera.y || (*i)->pos.y > screen->h + camera.y)
{
delete (*i);
particles.erase(i);
class Particles : public GameObject
{
public:
- Particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color, int size, int life_time);
+ Particles(const Vector& epicenter, int min_angle, int max_angle,
+ const Vector& initial_velocity, const Vector& acceleration,
+ int number, Color color, int size, int life_time);
~Particles();
virtual void action(float elapsed_time);
private:
Color color;
float size;
- Vector vel, accel;
+ Vector accel;
Timer timer;
bool live_forever;
struct Particle {
- Vector pos;
- float angle;
+ Vector pos, vel;
+// float angle;
};
std::vector <Particle*> particles;
};
}
bool
-Sector::add_particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color, int size, int life_time)
+Sector::add_particles(const Vector& epicenter, int min_angle, int max_angle, const Vector& initial_velocity, const Vector& acceleration, int number, Color color, int size, int life_time)
{
- add_object(new Particles(epicenter, velocity, acceleration, number, color, size, life_time));
+ add_object(new Particles(epicenter, min_angle, max_angle, initial_velocity, acceleration, number, color, size, life_time));
return true;
}
void add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind);
bool add_bullet(const Vector& pos, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
- bool add_particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color, int size, int life_time);
+ bool add_particles(const Vector& epicenter, int min_angle, int max_angle, const Vector& initial_velocity, const Vector& acceleration, int number, Color color, int size, int life_time);
void add_floating_text(const Vector& pos, const std::string& text);
/** Try to grab the coin at the given coordinates */