Implement initial particle system
Changelog: - Can only to one-shot burst emitter - Add test for itscene_man
parent
290dafdf86
commit
7c86e0b3c5
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@ -139,6 +139,19 @@ target_link_libraries(assets_test
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${GAME_LIBS}
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)
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add_executable(particle_test
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particle_test.c
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)
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target_include_directories(particle_test
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PRIVATE
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${CMAKE_CURRENT_LIST_DIR}
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)
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target_compile_options(particle_test PRIVATE -fsanitize=address -gdwarf-4)
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target_link_options(particle_test PRIVATE -fsanitize=address -gdwarf-4)
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target_link_libraries(particle_test
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${GAME_LIBS}
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)
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if (BUILD_TESTING)
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find_package(cmocka 1.1.0 REQUIRED)
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add_subdirectory(tests)
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@ -8,6 +8,7 @@ add_library(lib_engine STATIC
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rres.c
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mempool.c
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entManager.c
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particle_sys.c
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${LIBZSTD_DIR}/lib/libzstd.a
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)
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target_include_directories(lib_engine
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@ -4,6 +4,7 @@
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#include "collisions.h"
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#include "sc/array/sc_array.h"
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#include "assets.h"
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#include "particle_sys.h"
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typedef struct Scene Scene_t;
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@ -21,6 +22,7 @@ typedef struct GameEngine {
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unsigned int curr_scene;
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Assets_t assets;
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SFXList_t sfx_list;
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ParticleSystem_t part_sys;
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// Maintain own queue to handle key presses
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struct sc_queue_32 key_buffer;
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} GameEngine_t;
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@ -1,30 +1,124 @@
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#include "particle_sys.h"
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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// TEMPORARY VARIABLE: NEED TO FIND A WAY TO DEAL WITH THIS
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#define DELTA_T 0.017
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void init_particle_system(ParticleSystem_t* system)
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{
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memset(system, 0, sizeof(ParticleSystem_t));
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sc_queue_init(&system->free_list);
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for ( uint32_t i = 0; i < MAX_PARTICLE_EMITTER; ++i)
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for ( uint32_t i = 1; i <= MAX_PARTICLE_EMITTER; ++i)
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{
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sc_queue_add_last(&system->free_list, i);
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}
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system->tail_idx = 0;
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}
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void add_particle_emitter(ParticleSystem_t* system, ParticleEmitter_t* emitter)
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void add_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter)
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{
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if (sc_queue_empty(&system->free_list)) return;
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uint32_t idx = sc_queue_del_first(&system->free_list);
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system->emitter_list[system->tail_idx].next = idx;
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system->tail_idx = idx;
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system->emitter_list[idx].next = 0;
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system->emitters[idx] = *emitter;
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system->emitters[idx] = *in_emitter;
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system->emitters[idx].active = true;
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if (system->emitters[idx].n_particles > MAX_PARTICLES)
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{
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system->emitters[idx].n_particles = MAX_PARTICLES;
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}
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ParticleEmitter_t* emitter = system->emitters + idx;
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// Generate particles based on type
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for (uint32_t i = 0; i < emitter->n_particles; ++i)
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{
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uint32_t lifetime = (emitter->config.particle_lifetime[1] - emitter->config.particle_lifetime[0]);
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emitter->particles[i].timer = emitter->config.particle_lifetime[0];
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emitter->particles[i].timer += rand() % lifetime;
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emitter->particles[i].alive = true;
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float angle = emitter->config.launch_range[1] - emitter->config.launch_range[0];
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angle *= (float)rand() / (float)RAND_MAX;
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angle += emitter->config.launch_range[0];
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if(angle > 360) angle -= 360;
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if(angle < -360) angle += 360;
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angle *= PI / 180;
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float speed = emitter->config.speed_range[1] - emitter->config.speed_range[0];
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speed *= (float)rand() / (float)RAND_MAX;
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speed += emitter->config.speed_range[0];
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emitter->particles[i].velocity.x = speed * cos(angle);
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emitter->particles[i].velocity.y = speed * sin(angle);
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emitter->particles[i].position = emitter->position;
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}
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}
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void update_particle_system(ParticleSystem_t* system)
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{
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uint32_t emitter_idx = system->emitter_list[0].next;
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uint32_t last_idx = 0;
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while (emitter_idx != 0)
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{
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uint32_t next_idx = system->emitter_list[emitter_idx].next;
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ParticleEmitter_t* emitter = system->emitters + emitter_idx;
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uint32_t inactive_count = 0;
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for (uint32_t i = 0; i < emitter->n_particles; ++i)
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{
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if (emitter->particles[i].alive)
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{
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if (emitter->config.update_func != NULL)
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{
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emitter->config.update_func(emitter->particles + i, emitter->config.user_data);
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}
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// Lifetime update
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if (emitter->particles[i].timer > 0) emitter->particles[i].timer--;
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if (emitter->particles[i].timer == 0)
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{
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emitter->particles[i].alive = false;
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inactive_count++;
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}
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}
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else
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{
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inactive_count++;
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}
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}
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if (inactive_count == emitter->n_particles)
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{
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emitter->active = false;
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system->emitter_list[last_idx].next = system->emitter_list[emitter_idx].next;
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system->emitter_list[emitter_idx].next = 0;
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if (system->tail_idx == emitter_idx)
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{
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system->tail_idx = last_idx;
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}
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sc_queue_add_last(&system->free_list, emitter_idx);
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emitter_idx = last_idx;
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}
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last_idx = emitter_idx;
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emitter_idx = next_idx;
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}
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}
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void draw_particle_system(ParticleSystem_t* system)
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{
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uint32_t emitter_idx = system->emitter_list[0].next;
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while (emitter_idx != 0)
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{
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ParticleEmitter_t* emitter = system->emitters + emitter_idx;
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for (uint32_t i = 0; i < emitter->n_particles; ++i)
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{
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if (emitter->particles[i].alive)
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{
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DrawCircleV(emitter->particles[i].position, 5, BLACK);
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}
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}
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emitter_idx = system->emitter_list[emitter_idx].next;
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}
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}
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void deinit_particle_system(ParticleSystem_t* system)
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{
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@ -18,24 +18,27 @@ typedef struct Particle
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Vector2 velocity;
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Vector2 accleration;
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float rotation;
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bool alive;
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float size;
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uint32_t timer;
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bool alive;
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}Particle_t;
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typedef void (*particle_update_func_t)(Particle_t* part, void* user_data);
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typedef struct EmitterConfig
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{
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Vector2 launch_range;
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Vector2 speed_range;
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Vector2 position;
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uint32_t particle_lifetime;
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Vector2 gravity;
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Vector2 friction_coeff;
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float launch_range[2];
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float speed_range[2];
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uint32_t particle_lifetime[2];
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PartEmitterType_t type;
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void* user_data;
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particle_update_func_t update_func;
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}EmitterConfig_t;
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typedef struct ParticleEmitter
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{
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EmitterConfig_t* config;
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EmitterConfig_t config;
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Vector2 position;
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Particle_t particles[MAX_PARTICLES];
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uint32_t n_particles;
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uint32_t timer;
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@ -51,8 +54,7 @@ typedef struct IndexList
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typedef struct ParticleSystem
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{
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EmitterConfig_t emitter_configs[MAX_PARTICLE_CONF];
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ParticleEmitter_t emitters[MAX_PARTICLE_EMITTER];
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ParticleEmitter_t emitters[MAX_PARTICLE_EMITTER + 1];
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IndexList_t emitter_list[MAX_PARTICLE_EMITTER + 1];
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struct sc_queue_64 free_list;
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uint32_t tail_idx;
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@ -61,7 +63,7 @@ typedef struct ParticleSystem
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}ParticleSystem_t;
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void init_particle_system(ParticleSystem_t* system);
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void add_particle_emitter(ParticleSystem_t* system, ParticleEmitter_t* emitter);
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void add_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter);
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void update_particle_system(ParticleSystem_t* system);
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void draw_particle_system(ParticleSystem_t* system);
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void deinit_particle_system(ParticleSystem_t* system);
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@ -2,16 +2,80 @@
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#include <stdio.h>
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#include <unistd.h>
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#include "raylib.h"
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#include "raymath.h"
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#include "constants.h"
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static const Vector2 GRAVITY = {0, GRAV_ACCEL};
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void simple_particle_system_update(Particle_t* part, void* user_data)
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{
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float delta_time = DELTA_T; // TODO: Will need to think about delta time handling
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part->velocity =
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Vector2Add(
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part->velocity,
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Vector2Scale(GRAVITY, delta_time)
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);
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float mag = Vector2Length(part->velocity);
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part->velocity = Vector2Scale(
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Vector2Normalize(part->velocity),
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(mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag
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);
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// 3 dp precision
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if (fabs(part->velocity.x) < 1e-3) part->velocity.x = 0;
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if (fabs(part->velocity.y) < 1e-3) part->velocity.y = 0;
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part->position = Vector2Add(
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part->position,
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Vector2Scale(part->velocity, delta_time)
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);
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// Level boundary collision
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{
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if(
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part->position.x + part->size < 0 || part->position.x - part->size > 1280
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|| part->position.y + part->size < 0 || part->position.y - part->size > 640
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)
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{
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part->timer = 0;
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}
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}
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}
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int main(void)
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{
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InitWindow(1280, 640, "raylib");
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SetTargetFPS(60);
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static ParticleSystem_t part_sys = {0
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static ParticleSystem_t part_sys = {0};
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init_particle_system(&part_sys);
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EmitterConfig_t conf ={
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.launch_range = {0, 360},
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.speed_range = {400, 2000},
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.particle_lifetime = {30, 110},
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.update_func = &simple_particle_system_update
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};
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ParticleEmitter_t emitter = {
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.config = conf,
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.n_particles = MAX_PARTICLES,
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.one_shot = true,
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};
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bool key_press = false;
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while(!WindowShouldClose())
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{
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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key_press = true;
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}
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else if (key_press && IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
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{
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emitter.position = GetMousePosition();
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add_particle_emitter(&part_sys, &emitter);
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key_press = false;
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}
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update_particle_system(&part_sys);
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BeginDrawing();
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