particles afectors upgrade and timer rework

This commit is contained in:
Henrique Santiago
2011-12-17 00:28:51 -02:00
parent a4eed64709
commit eed6fab4b1
8 changed files with 173 additions and 75 deletions

View File

@@ -24,7 +24,7 @@
#include "graphics.h"
#include <framework/core/clock.h>
Particle::Particle(const Point& pos, const Size& size, const PointF& velocity, const PointF& acceleration, float duration, const Color& color, TexturePtr texture)
Particle::Particle(const Point& pos, const Size& size, const PointF& velocity, const PointF& acceleration, float duration, float ignorePhysicsAfter, const Color& color, TexturePtr texture)
{
m_rect = Rect(pos, size);
m_position = PointF(pos.x, pos.y);
@@ -34,8 +34,8 @@ Particle::Particle(const Point& pos, const Size& size, const PointF& velocity, c
m_color = color;
m_texture = texture;
m_duration = duration;
m_startTime = g_clock.time();
m_lastUpdateTime = g_clock.time();
m_ignorePhysicsAfter = ignorePhysicsAfter;
m_elapsedTime = 0;
m_finished = false;
}
@@ -52,24 +52,25 @@ void Particle::render()
}
}
void Particle::update()
void Particle::update(double elapsedTime)
{
float elapsedTime = g_clock.timeElapsed(m_lastUpdateTime);
m_lastUpdateTime = g_clock.time();
// check if finished
if(m_duration > 0 && g_clock.timeElapsed(m_startTime) >= m_duration) {
if(m_duration > 0 && m_elapsedTime >= m_duration) {
m_finished = true;
return;
}
// update position
PointF delta = m_velocity * elapsedTime;
delta.y *= -1; // painter orientate Y axis in the inverse direction
m_position += delta;
m_elapsedTime += elapsedTime;
// update acceleration
m_velocity += m_acceleration * elapsedTime;
if(m_ignorePhysicsAfter < 0 || m_elapsedTime < m_ignorePhysicsAfter ) {
// update position
PointF delta = m_velocity * elapsedTime;
delta.y *= -1; // painter orientate Y axis in the inverse direction
m_position += delta;
m_rect.moveTo((int)m_position.x - m_size.width() / 2, (int)m_position.y - m_size.height() / 2);
// update acceleration
m_velocity += m_acceleration * elapsedTime;
m_rect.moveTo((int)m_position.x - m_size.width() / 2, (int)m_position.y - m_size.height() / 2);
}
}