fix particle
This commit is contained in:
135
src/main.cpp
135
src/main.cpp
@ -523,27 +523,37 @@ static bool helpOverlayPausedGame = false;
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static void drawBlockTexture(SDL_Renderer* renderer, SDL_Texture* blocksTex, float x, float y, float size, int blockType);
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// -----------------------------------------------------------------------------
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struct BlockParticle {
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float x, y, vx, vy, size, alpha, decay;
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int blockType; // 0..6
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float x{}, y{};
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float vx{}, vy{};
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float size{}, alpha{}, decay{};
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float wobblePhase{}, wobbleSpeed{};
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float coreHeat{};
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BlockParticle(float sx, float sy)
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: x(sx), y(sy) {
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float angle = (rand() % 628) / 100.0f; // 0..2pi
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float speed = 1.5f + (rand() % 350) / 100.0f; // ~1.5..5.0
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vx = std::cos(angle) * speed;
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vy = std::sin(angle) * speed;
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size = 6.0f + (rand() % 50) / 10.0f; // 6..11 px
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const float spreadDeg = 35.0f;
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const float angleDeg = -90.0f + spreadDeg * ((rand() % 200) / 100.0f - 1.0f); // bias upward
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const float angleRad = angleDeg * 3.1415926f / 180.0f;
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float speed = 1.3f + (rand() % 220) / 80.0f; // ~1.3..4.05
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vx = std::cos(angleRad) * speed * 0.55f;
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vy = std::sin(angleRad) * speed;
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size = 6.0f + (rand() % 40) / 10.0f; // 6..10 px
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alpha = 1.0f;
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decay = 0.012f + (rand() % 200) / 10000.0f; // 0.012..0.032
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blockType = rand() % 7; // choose a tetris color
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decay = 0.0095f + (rand() % 180) / 12000.0f; // 0.0095..0.0245
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wobblePhase = (rand() % 628) / 100.0f;
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wobbleSpeed = 0.08f + (rand() % 60) / 600.0f;
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coreHeat = 0.65f + (rand() % 35) / 100.0f;
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}
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bool update() {
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vx *= 0.985f; // friction
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vy = vy * 0.985f + 0.07f; // gravity
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vx *= 0.992f;
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vy = vy * 0.985f - 0.015f; // buoyancy pushes upward (negative vy)
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x += vx;
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y += vy;
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wobblePhase += wobbleSpeed;
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x += std::sin(wobblePhase) * 0.12f;
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alpha -= decay;
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size = std::max(2.0f, size - 0.04f);
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return alpha > 0.02f;
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size = std::max(1.8f, size - 0.03f);
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coreHeat = std::max(0.0f, coreHeat - decay * 0.6f);
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return alpha > 0.03f;
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}
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};
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@ -592,36 +602,83 @@ static void updateFireworks(double frameMs) {
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}
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// Primary implementation that accepts a texture pointer
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static void drawFireworks_impl(SDL_Renderer* renderer, SDL_Texture* blocksTexture) {
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static SDL_Color blendFireColor(float heat, float alphaScale, Uint8 minG, Uint8 minB) {
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heat = std::clamp(heat, 0.0f, 1.0f);
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Uint8 r = 255;
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Uint8 g = static_cast<Uint8>(std::clamp(120.0f + heat * (255.0f - 120.0f), float(minG), 255.0f));
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Uint8 b = static_cast<Uint8>(std::clamp(40.0f + (1.0f - heat) * 60.0f, float(minB), 255.0f));
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Uint8 a = static_cast<Uint8>(std::clamp(alphaScale * 255.0f, 0.0f, 255.0f));
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return SDL_Color{r, g, b, a};
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}
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static void drawFireworks_impl(SDL_Renderer* renderer, SDL_Texture*) {
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SDL_BlendMode previousBlend = SDL_BLENDMODE_NONE;
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SDL_GetRenderDrawBlendMode(renderer, &previousBlend);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_ADD);
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static constexpr int quadIndices[6] = {0, 1, 2, 2, 1, 3};
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auto makeVertex = [](float px, float py, SDL_Color c) {
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SDL_Vertex v{};
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v.position.x = px;
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v.position.y = py;
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v.color = SDL_FColor{
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c.r / 255.0f,
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c.g / 255.0f,
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c.b / 255.0f,
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c.a / 255.0f
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};
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return v;
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};
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for (auto& f : fireworks) {
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// Particle draw uses the texture pointer passed into drawBlockTexture calls from f.draw
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// We'll set a thread-local-ish variable by passing the texture as an argument to draw
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// routines or using the provided texture in the particle's draw path.
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// For simplicity, the particle draw function below will reference a global symbol
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// via an argument — we adapt by providing the texture when calling drawBlockTexture.
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// Implementation: call a small lambda that temporarily binds the texture for drawBlockTexture.
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struct Drawer { SDL_Renderer* r; SDL_Texture* tex; void drawParticle(struct BlockParticle& p) {
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if (tex) {
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Uint8 prevA = 255;
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SDL_GetTextureAlphaMod(tex, &prevA);
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Uint8 setA = Uint8(std::max(0.0f, std::min(1.0f, p.alpha)) * 255.0f);
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SDL_SetTextureAlphaMod(tex, setA);
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// Note: color modulation will be applied by callers of drawBlockTexture where needed
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// but we mimic behavior from previous implementation by leaving color mod as default.
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drawBlockTexture(r, tex, p.x - p.size * 0.5f, p.y - p.size * 0.5f, p.size, p.blockType);
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SDL_SetTextureAlphaMod(tex, prevA);
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SDL_SetTextureColorMod(tex, 255, 255, 255);
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} else {
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SDL_SetRenderDrawColor(r, 255, 255, 255, Uint8(p.alpha * 255));
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SDL_FRect rect{p.x - p.size/2, p.y - p.size/2, p.size, p.size};
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SDL_RenderFillRect(r, &rect);
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}
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}
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} drawer{renderer, blocksTexture};
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for (auto &p : f.particles) {
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drawer.drawParticle(p);
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const float heat = std::clamp(p.alpha * 1.25f + p.coreHeat * 0.5f, 0.0f, 1.0f);
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SDL_Color glowColor = blendFireColor(0.45f + heat * 0.55f, p.alpha * 0.55f, 100, 40);
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SDL_Color tailBaseColor = blendFireColor(heat * 0.75f, p.alpha * 0.5f, 70, 25);
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SDL_Color tailTipColor = blendFireColor(heat * 0.35f, p.alpha * 0.2f, 40, 15);
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SDL_Color coreColor = blendFireColor(heat, std::min(1.0f, p.alpha * 1.1f), 150, 80);
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float velLen = std::sqrt(p.vx * p.vx + p.vy * p.vy);
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SDL_FPoint dir = velLen > 0.001f ? SDL_FPoint{p.vx / velLen, p.vy / velLen}
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: SDL_FPoint{0.0f, -1.0f};
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SDL_FPoint perp{-dir.y, dir.x};
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const float baseWidth = std::max(0.8f, p.size * 0.55f);
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const float tipWidth = baseWidth * 0.35f;
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const float tailLen = p.size * (3.0f + (1.0f - p.alpha) * 1.8f);
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SDL_FPoint base{p.x, p.y};
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SDL_FPoint tip{p.x + dir.x * tailLen, p.y + dir.y * tailLen};
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SDL_Vertex tailVerts[4];
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tailVerts[0] = makeVertex(base.x + perp.x * baseWidth, base.y + perp.y * baseWidth, tailBaseColor);
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tailVerts[1] = makeVertex(base.x - perp.x * baseWidth, base.y - perp.y * baseWidth, tailBaseColor);
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tailVerts[2] = makeVertex(tip.x + perp.x * tipWidth, tip.y + perp.y * tipWidth, tailTipColor);
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tailVerts[3] = makeVertex(tip.x - perp.x * tipWidth, tip.y - perp.y * tipWidth, tailTipColor);
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SDL_RenderGeometry(renderer, nullptr, tailVerts, 4, quadIndices, 6);
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const float glowAlong = p.size * 0.95f;
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const float glowAcross = p.size * 0.6f;
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SDL_Vertex glowVerts[4];
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glowVerts[0] = makeVertex(base.x + dir.x * glowAlong, base.y + dir.y * glowAlong, glowColor);
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glowVerts[1] = makeVertex(base.x - dir.x * glowAlong, base.y - dir.y * glowAlong, glowColor);
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glowVerts[2] = makeVertex(base.x + perp.x * glowAcross, base.y + perp.y * glowAcross, glowColor);
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glowVerts[3] = makeVertex(base.x - perp.x * glowAcross, base.y - perp.y * glowAcross, glowColor);
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SDL_RenderGeometry(renderer, nullptr, glowVerts, 4, quadIndices, 6);
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const float coreWidth = p.size * 0.35f;
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const float coreHeight = p.size * 0.9f;
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SDL_Vertex coreVerts[4];
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coreVerts[0] = makeVertex(base.x + perp.x * coreWidth, base.y + perp.y * coreWidth, coreColor);
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coreVerts[1] = makeVertex(base.x - perp.x * coreWidth, base.y - perp.y * coreWidth, coreColor);
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coreVerts[2] = makeVertex(base.x + dir.x * coreHeight, base.y + dir.y * coreHeight, coreColor);
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coreVerts[3] = makeVertex(base.x - dir.x * coreHeight, base.y - dir.y * coreHeight, coreColor);
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SDL_RenderGeometry(renderer, nullptr, coreVerts, 4, quadIndices, 6);
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}
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}
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SDL_SetRenderDrawBlendMode(renderer, previousBlend);
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}
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// External wrappers for use by other translation units (MenuState)
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// Expect callers to pass the blocks texture via StateContext so we avoid globals.
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