127 lines
2.7 KiB
C++
127 lines
2.7 KiB
C++
#ifndef STAR_PARTICLE_HPP
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#define STAR_PARTICLE_HPP
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#include "StarJson.hpp"
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#include "StarColor.hpp"
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#include "StarBiMap.hpp"
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#include "StarAnimation.hpp"
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#include "StarAssetPath.hpp"
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namespace Star {
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struct Particle {
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enum class Type {
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// Variance is basically a null type, used only for varying other particles
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// by amounts.
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Variance,
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Ember,
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Textured,
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Animated,
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Streak,
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Text
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};
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static EnumMap<Type> const TypeNames;
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enum class DestructionAction {
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None,
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Image,
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Fade,
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Shrink
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};
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static EnumMap<DestructionAction> const DestructionActionNames;
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enum class Layer {
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Back,
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Middle,
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Front
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};
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static EnumMap<Layer> const LayerNames;
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Particle();
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// If particle is type Textured, then the image name is considered relative
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// to the given asset path
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explicit Particle(Json const& config, String const& assetsPath = "/");
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Json toJson() const;
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void translate(Vec2F const& pos);
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// Updates position, velocity, rotation, and timeToLive.
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void update(float dt, Vec2F const& wind = Vec2F());
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bool dead() const;
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// Apply random variance to this particle based on a "variance" particle that
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// contains the maximum amount of variance for each field.
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void applyVariance(Particle const& variance);
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// Stops particle and sets time to live to 0.0 (triggering destruction)
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void collide(Vec2F const& collisionPosition);
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// Immediately triggers destruction of particle with / without destruction
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// action
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void destroy(bool withDestruction);
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// Internally called by update() / collide() / destruct()
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void destructionUpdate();
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void initializeAnimation();
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Type type;
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// Defaults to 1.0, 1.0 will produce a reasonable size particle for whatever
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// the type is.
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float size;
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float baseSize; // track the original size for shrink destruction action
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// Used differently depending on the type of the particle.
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String string;
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AssetPath image;
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Directives directives;
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Color color;
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Color light;
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float fade;
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bool fullbright;
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Vec2F position;
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Vec2F velocity;
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Vec2F finalVelocity;
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Vec2F approach;
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bool flippable;
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bool flip;
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float rotation;
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float angularVelocity;
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float length;
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DestructionAction destructionAction;
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AssetPath destructionImage;
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float destructionTime;
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float timeToLive;
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Layer layer;
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bool collidesForeground;
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bool collidesLiquid;
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bool underwaterOnly;
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bool ignoreWind;
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bool trail;
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Maybe<Animation> animation;
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};
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DataStream& operator<<(DataStream& ds, Particle const& particle);
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DataStream& operator>>(DataStream& ds, Particle& particle);
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typedef function<Particle()> ParticleVariantCreator;
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ParticleVariantCreator makeParticleVariantCreator(Particle particle, Particle variance);
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}
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#endif
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