65 lines
2.1 KiB
Lua
65 lines
2.1 KiB
Lua
local class = require "lib.middleclass"
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local random = math.random --TODO change out as needed later
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local floor = math.floor
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local pi2 = math.pi * 2
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local sin = math.sin
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local cos = math.cos
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local lg = love.graphics
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local Particle = class("Particle")
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local lifetimeRandomizer = love.math.newRandomGenerator(13) -- seeded instead of random, all types are set
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Particle.static.maxLifetime = 10 --NOTE can only used fixed "randomization" as long as maxLifetime is constant (because universe is random)
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Particle.static.lifetimes = {}
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Particle.static.maxParticles = 10000
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Particle.static.generated = 0
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Particle.static.count = 0
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function Particle:initialize(radius, expansionRate)
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if Particle.static.count >= Particle.static.maxParticles then return nil end -- cancel over-generation of Particles
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-- this is because radius < 1 means that random() can't be used
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if not (radius > 1) then
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radius = 1
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self.x = 0
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self.y = 0
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else
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local r = random(radius)
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local d = random() * pi2
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self.x = r * cos(d)
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self.y = r * sin(d)
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end
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self.vx = random(-expansionRate, expansionRate)
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self.vy = random(-expansionRate, expansionRate)
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self.type = floor(random(radius)) -- number of types should increase over time
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if self.type > #Particle.static.lifetimes then
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for i = #Particle.static.lifetimes, self.type do
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Particle.static.lifetimes[i] = lifetimeRandomizer:random(Particle.static.maxLifetime)
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end
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end
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self.lifetime = Particle.static.lifetimes[self.type]
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Particle.static.generated = Particle.static.generated + 1
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Particle.static.count = Particle.static.count + 1
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end
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function Particle:update(dt)
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self.lifetime = self.lifetime - dt
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if self.lifetime <= 0 then
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Particle.static.count = Particle.static.count - 1
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return true -- true means we need to be deleted
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end
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self.x = self.x + (self.vx * dt)
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self.y = self.y + (self.vy * dt)
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end
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function Particle:draw()
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lg.setColor(255, 255, 255, 200)
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lg.point(self.x + lg.getWidth()/2, self.y + lg.getHeight()/2)
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end
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return Particle
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