Remove color randomness
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@@ -66,10 +66,8 @@ typedef struct ParticleEmitter {
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f32 minStartRotSpeed, maxStartRotSpeed;
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f32 minStartRotSpeed, maxStartRotSpeed;
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// endRotSpeed
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// endRotSpeed
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f32 minEndRotSpeed, maxEndRotSpeed;
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f32 minEndRotSpeed, maxEndRotSpeed;
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// startColor
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Color minStartColor, maxStartColor;
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Color startColor, endColor;
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// endColor
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Color minEndColor, maxEndColor;
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// lifetime
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// lifetime
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f32 minLifetime, maxLifetime;
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f32 minLifetime, maxLifetime;
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11
game/main.c
11
game/main.c
@@ -546,7 +546,6 @@ static void renderGame(Game *game, float dt) {
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while (ecs_iter_next(&it)) {
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while (ecs_iter_next(&it)) {
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Particle *particle = ecs_field(&it, Particle, 1);
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Particle *particle = ecs_field(&it, Particle, 1);
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for (i32 i = 0; i < it.count; i++) {
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for (i32 i = 0; i < it.count; i++) {
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DrawCircleV(particle[i].pos, 2.0f, RED);
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if (updateParticle(tex, &particle[i], dt))
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if (updateParticle(tex, &particle[i], dt))
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ecs_delete(ECS, it.entities[i]);
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ecs_delete(ECS, it.entities[i]);
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}
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}
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@@ -773,17 +772,15 @@ void imguiRender(float dt, void *userData) {
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} while (0)
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} while (0)
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igColor("minStartColor", data->minStartColor);
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igColor("startColor", data->startColor);
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igColor("maxStartColor", data->maxStartColor);
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igColor("endColor", data->endColor);
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igColor("minEndColor", data->minEndColor);
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igColor("maxEndColor", data->maxEndColor);
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#undef igColor
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#undef igColor
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igSliderFloat("minLifetime", &data->minLifetime, 0.0f, 6.0f, "%.2f", 0);
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igSliderFloat("minLifetime", &data->minLifetime, 0.0f, 6.0f, "%.2f", 0);
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igSliderFloat("maxLifetime", &data->maxLifetime, 0.0f, 6.0f, "%.2f", 0);
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igSliderFloat("maxLifetime", &data->maxLifetime, 0.0f, 6.0f, "%.2f", 0);
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Particle particle = spawnParticle(&emitter);
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Particle particle = spawnParticle(&emitter);
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ecs_entity_t e = entityCreateEmpty();
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//ecs_entity_t e = entityCreateEmpty();
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ecs_set_ptr(ECS, e, ParticleLayer1, &particle);
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//ecs_set_ptr(ECS, e, ParticleLayer1, &particle);
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}
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}
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if (igCollapsingHeader_TreeNodeFlags("Selection", 0)) {
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if (igCollapsingHeader_TreeNodeFlags("Selection", 0)) {
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switch (input->state) {
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switch (input->state) {
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@@ -49,7 +49,7 @@ bool updateParticle(const Texture2D tex, Particle *particle, f32 dt) {
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.a = lerpInt(startC.a, endC.a, alpha)
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.a = lerpInt(startC.a, endC.a, alpha)
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};
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};
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//BeginBlendMode(particle->blend);
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BeginBlendMode(particle->blend);
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f32 hSize = size * 0.5f;
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f32 hSize = size * 0.5f;
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Vector2 center = particle->pos;
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Vector2 center = particle->pos;
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Rectangle src = getTextureRect(particle->tileID);
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Rectangle src = getTextureRect(particle->tileID);
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@@ -62,7 +62,7 @@ bool updateParticle(const Texture2D tex, Particle *particle, f32 dt) {
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center.y,
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center.y,
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size, size
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size, size
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}, (Vector2) {hSize, hSize}, rot, color);
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}, (Vector2) {hSize, hSize}, rot, color);
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//EndBlendMode();
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EndBlendMode();
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particle->pos = Vector2Add(particle->pos, Vector2Scale(vel, dt));
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particle->pos = Vector2Add(particle->pos, Vector2Scale(vel, dt));
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particle->elapsed += dt;
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particle->elapsed += dt;
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@@ -98,8 +98,8 @@ Particle spawnParticle(const ParticleEmitter *emitter) {
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.endSize = randFloatRange(data->minEndSize, data->maxEndSize),
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.endSize = randFloatRange(data->minEndSize, data->maxEndSize),
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.startRotSpeed = randFloatRange(data->minStartRotSpeed, data->maxStartRotSpeed),
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.startRotSpeed = randFloatRange(data->minStartRotSpeed, data->maxStartRotSpeed),
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.endRotSpeed = randFloatRange(data->minEndRotSpeed, data->maxEndRotSpeed),
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.endRotSpeed = randFloatRange(data->minEndRotSpeed, data->maxEndRotSpeed),
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.startColor = randColorRange(data->minStartColor, data->maxStartColor),
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.startColor = data->startColor,
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.endColor = randColorRange(data->minEndColor, data->maxEndColor),
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.endColor = data->endColor,
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.blend = data->blend,
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.blend = data->blend,
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.tileID = data->tileID,
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.tileID = data->tileID,
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.elapsed = 0.0f,
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.elapsed = 0.0f,
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