Angel 3.2
A 2D Game Prototyping Engine
ParticleActor.h
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1 
2 // Copyright (C) 2008-2013, Shane Liesegang
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29 
31 #pragma once
32 
33 #include "../Actors/Actor.h"
34 
35 
37 
46 class ParticleActor : public Actor
47 {
48 public:
54  ParticleActor();
55 
60 
67  virtual void Update(float dt);
68 
72  virtual void Render();
73 
80  void SetParticlesPerSecond(float pps);
81 
92  void SetSystemLifetime(float lifetime);
93 
99  void SetParticleLifetime(float lifetime);
100 
107  void SetSpread(float radians);
108 
116  void SetEndScale(float scale);
117 
125  void SetEndColor(const Color& color);
126 
135  void SetSpeedRange(float minSpeed, float maxSpeed);
136 
142  void SetMinSpeed(float minSpeed);
143 
149  void SetMaxSpeed(float maxSpeed);
150 
158  void SetGravity(const Vector2& gravity);
159 
170  void SetAttractor(const Vector2& attractor);
171 
181  void SetAttractorStrength(float strength);
182 
190  void SetMaxParticles(int maxParticles);
191 
198  virtual const String GetClassName() const { return "ParticleActor"; }
199 
200 protected:
201  struct Particle
202  {
203  Vector2 _pos;
204  Vector2 _vel;
205  float _age;
206  float _lifetime;
207  Color _color;
208  float _scale;
209  };
210 
211  Particle* _particles;
212  int _maxParticlesAlive;
213  int _numParticlesAlive;
214 
215  float _particlesPerSecond;
216  int _maxParticlesToGenerate;
217  float _generationResidue;
218 
219  float _systemLifetime;
220  float _particleLifetime;
221 
222  float _spreadRadians;
223 
224  Color _endColor;
225 
226  float _minSpeed;
227  float _maxSpeed;
228 
229  float _endScale;
230 
231  Vector2 _gravity;
232  Vector2 _attractor;
233  float _attractorStrength;
234 };
235