/** * Triangles * Copyright (C) 2016 POSITIVE MENTAL ATTITUDE * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3 of the License. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ /** * This is based on a wiki entry * https://github.com/SFML/SFML/wiki/Source:-Particle-System */ #pragma once #include #include #include #include #include #include #include #include class Randomizer { public: Randomizer() : device_(), engine_(device_()){}; int rnd(int a, int b) { std::uniform_int_distribution uni_dist(a, b); return uni_dist(engine_); }; double rnd(double a, double b) { std::uniform_real_distribution uni_dist(a, b); return uni_dist(engine_); }; private: std::random_device device_; std::default_random_engine engine_; }; struct Particle { sf::Vector2f pos; sf::Vector2f vel; sf::Color color; float transparency; }; class ParticleSystem { public: ParticleSystem( int width, int height ); ~ParticleSystem(); void fuel(int particles, float angle); void update(sf::Time delta); void render(); void clear(); void setPosition(const sf::Vector2f position) { _position = position; } void setPosition(float x, float y) { setPosition(sf::Vector2f(x, y)); } void setParticleSpeed(float particleSpeed) { _particleSpeed = particleSpeed; } void setDissolutionRate(float dissolutionRate) { _dissolutionRate = dissolutionRate; } const sf::Sprite& getSprite() const { return _sprite; } private: sf::Vector2f _position; // Particle origin (pixel co-ordinates) sf::Clock _clock; // Used to scale particle motion sf::Color _transparent; // sf::Color( 0, 0, 0, 0 ) sf::Image _image; // See render() and remove() sf::Texture _texture; Randomizer _randomizer; sf::Sprite _sprite; // Connected to m_image float _particleSpeed;// Pixels per second (at most) float _dissolutionRate; std::vector _particles; };