Particle
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11
particle.fs
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11
particle.fs
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#version 330 core
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in vec2 TexCoords;
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in vec4 ParticleColor;
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out vec4 color;
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uniform sampler2D sprite;
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void main()
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{
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color = (texture(sprite, TexCoords) * ParticleColor);
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}
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17
particle.vs
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17
particle.vs
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#version 330 core
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layout (location = 0) in vec4 vertex;
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out vec2 TexCoords;
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out vec4 ParticleColor;
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uniform mat4 projection;
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uniform vec2 offset;
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uniform vec4 color;
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void main()
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{
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float scale = 10.0;
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TexCoords = vertex.zw;
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ParticleColor = color;
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gl_Position = projection * vec4((vertex.xy * scale) + offset, 0.0, 1.0);
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}
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11
src/game.cpp
11
src/game.cpp
@@ -1,9 +1,11 @@
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#include "game.h"
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#include "particleGenerator.h"
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#include <iostream>
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#include <tuple>
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typedef std::tuple<bool, Direction,glm::vec2> Collision;
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ParticleGenerator* Particles;
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SpriteRenderer* Renderer;
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// Initial size of the player paddle
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@@ -86,6 +88,7 @@ Game::~Game()
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delete Renderer;
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delete player;
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delete ball;
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delete Particles;
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}
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Game::Game(unsigned int width, unsigned int height)
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@@ -98,10 +101,12 @@ void Game::Init()
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{
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// Load shaders
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ResourceManager::LoadShader("shader.vs", "shader.fs", nullptr, "sprite");
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ResourceManager::LoadShader("particle.vs", "particle.fs", nullptr, "particle");
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// configure shaders
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glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width), static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
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ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
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ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
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ResourceManager::GetShader("particle").Use().SetMatrix4("projection", projection);
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// set render-specific controls
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Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
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// load textures
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@@ -110,6 +115,7 @@ void Game::Init()
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ResourceManager::LoadTexture("textures/block.png", false, "block");
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ResourceManager::LoadTexture("textures/block_solid.png", false, "block_solid");
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ResourceManager::LoadTexture("textures/paddle.png", true, "paddle");
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ResourceManager::LoadTexture("textures/particle.png", true, "particle");
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// Load levels
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GameLevel one; one.Load("levels/one.lvl", this->Width, this->Height / 2);
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GameLevel two; two.Load("levels/two.lvl", this->Width, this->Height / 2);
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@@ -129,6 +135,8 @@ void Game::Init()
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ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("face"));
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Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
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}
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@@ -227,6 +235,8 @@ void Game::Update(float dt)
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ball->Move(dt, this->Width);
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this->DoCollisions();
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Particles->Update(dt, *ball, 2, glm::vec2(ball->Radius /2.0f));
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if(ball->Position.y >= this->Height)
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{
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this->ResetLevel();
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@@ -246,6 +256,7 @@ void Game::Render()
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this->Levels[this->Level].Draw(*Renderer);
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player->Draw(*Renderer);
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Particles->Draw();
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ball->Draw(*Renderer);
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}
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}
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11
src/particle.h
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11
src/particle.h
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@@ -0,0 +1,11 @@
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#pragma once
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#include <glm/glm.hpp>
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struct Particle {
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glm::vec2 Position, Velocity;
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glm::vec4 Color;
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float Life;
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Particle(): Position(0.0f), Velocity(0.0f), Color(1.0f), Life(0.0f){}
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};
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111
src/particleGenerator.cpp
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111
src/particleGenerator.cpp
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#include "particleGenerator.h"
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#include <glad/glad.h>
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ParticleGenerator::ParticleGenerator (Shader shader, Texture2D texture, unsigned int amount)
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: shader(shader), texture(texture), amount(amount)
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{
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this->init();
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}
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void ParticleGenerator::Update (float dt, GameObject& object, unsigned int newParticles, glm::vec2 offset)
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{
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for (unsigned int i = 0; i < newParticles; ++i)
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{
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int unusedParticle = this->firstUnusedParticles();
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this->respawnParticle(this->particles[unusedParticle], object, offset);
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}
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for (unsigned int i = 0; i < this->amount; ++i)
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{
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Particle& p = this->particles[i];
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p.Life -= dt;
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if(p.Life > 0.0f)
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{
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p.Position -= p.Velocity * dt;
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p.Color.a -= dt * 2.5f;
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}
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}
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}
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void ParticleGenerator::Draw()
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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this->shader.Use();
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for (Particle particle : this->particles)
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{
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if( particle.Life > 0.0f)
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{
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this->shader.SetVector2f("offset", particle.Position);
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this->shader.SetVector4f("color", particle.Color);
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this->texture.Bind();
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glBindVertexArray(this->VAO);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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}
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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}
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void ParticleGenerator::init()
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{
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unsigned int VBO;
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float particle_quad[] = {
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0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 0.0f, 1.0f, 0.0f
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};
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glGenVertexArrays(1, &this->VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(this->VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(particle_quad), particle_quad, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0,4,GL_FLOAT,GL_FALSE, 4 * sizeof(float), (void*)0);
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glBindVertexArray(0);
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for(unsigned int i =0; i < this->amount; ++i)
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this->particles.push_back(Particle());
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}
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unsigned int lastUsedParticle = 0;
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unsigned int ParticleGenerator::firstUnusedParticles()
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{
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for(unsigned int i = lastUsedParticle; i < this->amount; ++i)
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{
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if( this->particles[i].Life <= 0.0f)
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{
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lastUsedParticle = i;
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return i;
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}
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}
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for(unsigned int i = 0; i < lastUsedParticle; ++i)
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{
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if(this->particles[i].Life <= 0.0f)
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{
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lastUsedParticle = i;
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return i;
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}
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}
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lastUsedParticle = 0;
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return 0;
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}
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void ParticleGenerator::respawnParticle(Particle& particle, GameObject& object , glm::vec2 offset)
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{
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float random = ((rand()%100) - 50) / 10.0f;
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float rColor = 0.5f + ((rand() % 100) / 100.0f);
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particle.Position = object.Position + random + offset;
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particle.Color = glm::vec4(rColor, rColor, rColor, 1.0f);
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particle.Life = 1.0f;
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particle.Velocity = object.Velocity * 0.1f;
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}
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29
src/particleGenerator.h
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29
src/particleGenerator.h
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@@ -0,0 +1,29 @@
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#pragma once
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#include "particle.h"
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#include "gameobject.h"
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#include <list>
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#include <vector>
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#include <glm/glm.hpp>
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class ParticleGenerator
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{
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public:
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ParticleGenerator (Shader shader, Texture2D texture, unsigned int amount);
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void Update (float dt, GameObject& gameobject, unsigned int newParticles, glm::vec2 offset = glm::vec2(0.0f, 0.0f));
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void Draw();
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private:
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std::vector<Particle> particles;
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unsigned int amount;
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Shader shader;
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Texture2D texture;
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unsigned int VAO;
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void init();
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unsigned int firstUnusedParticles();
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void respawnParticle(Particle& particle, GameObject& object , glm::vec2 offset = glm::vec2(0.0f, 0.0f));
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};
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BIN
textures/particle.png
LFS
Normal file
BIN
textures/particle.png
LFS
Normal file
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