626 lines
17 KiB
Lua
626 lines
17 KiB
Lua
local particles = {}
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local precision = 1
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-- base particle class
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class("Particle").extends()
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function Particle:init(x, y)
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self.x = x or 0
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self.y = y or 0
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self.size = {1,1}
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self.spread = {0,359}
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self.speed = {1,1}
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self.acceleration = {0, 0}
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self.thickness = {0,0}
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self.lifespan = {1,1}
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self.decay = 1
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self.particles = {}
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self.colour = playdate.graphics.kColorBlack
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self.bounds = {0,0,0,0}
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self.mode = 0
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if self.type == 2 then -- polys
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self.points={3,3}
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self.angular={0,0}
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self.rotation={0,359}
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elseif self.type == 3 then -- images
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self.angular={0,0}
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self.image = playdate.graphics.image.new(1,1)
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self.table = nil
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self.rotation = {0,359}
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end
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particles[#particles+1] = self
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end
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function Particle:remove()
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for i = 1, #particles, 1 do
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if particles[i] == self then
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table.remove(particles, i)
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break
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end
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end
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end
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-- [[ SETTERS AND GETTERS ]] --
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-- movement
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function Particle:moveTo(x,y)
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self.x = x
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self.y = y
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end
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function Particle:moveBy(x,y)
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self.x += x
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self.y += y
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end
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function Particle:getPos()
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return self.x, self.y
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end
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-- size
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function Particle:setSize(min, max)
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self.size = {min, max or min}
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end
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function Particle:getSize()
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return self.size[1], self.size[2]
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end
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-- mode
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function Particle:setMode(mode)
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self.mode = mode
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end
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function Particle:getMode()
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return self.mode
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end
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-- spread
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function Particle:setSpread(min,max)
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self.spread = {min, max or min}
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end
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function Particle:getSpread()
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return self.spread[1], self.spread[2]
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end
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-- speed
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function Particle:setSpeed(min,max)
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self.speed = {min, max or min}
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end
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function Particle:getSpeed()
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return self.speed[1], self.speed[2]
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end
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-- acceleration
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function Particle:setAcceleration(min,max)
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self.acceleration = {min, max or min}
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end
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function Particle:getAcceleration()
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return self.acceleration[1], self.acceleration[2]
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end
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-- thickness
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function Particle:setThickness(min, max)
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self.thickness = {min, max or min}
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end
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function Particle:getThickness()
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return self.thickness[1], self.thickness[2]
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end
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-- lifespan
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function Particle:setLifespan(min,max)
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self.lifespan = {min, max or min}
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end
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function Particle:getLifespan()
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return self.lifespan[1], self.lifespan[2]
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end
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-- colour
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function Particle:setColor(colour)
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self.colour = colour
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end
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function Particle:getColor()
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return self.colour
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end
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function Particle:setColour(colour)
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self.colour = colour
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end
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function Particle:getColour()
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return self.colour
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end
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-- bounds
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function Particle:setBounds(x1, y1, x2, y2)
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self.bounds = {x1,y1,x2,y2}
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end
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function Particle:getBounds()
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return self.bounds[1],self.bounds[2],self.bounds[3],self.bounds[4]
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end
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-- decay
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function Particle:setDecay(decay)
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self.decay = decay
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end
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function Particle:getDecay()
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return self.decay
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end
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-- particles
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function Particle:getParticles()
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return self.particles
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end
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function Particle:clearParticles()
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self.particles = {}
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end
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function Particle:update()
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end
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-- [[ PARTICLE MODES ]] --
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local function decay(partlist, decay)
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for part = 1, #partlist, 1 do
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local particle = partlist[part]
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particle.size -= decay
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if particle.size <= 0 then
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particle.size = 0
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end
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partlist[part] = particle
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end
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for part = #partlist, 1, -1 do
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local particle = partlist[part]
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if particle.size <= 0 then
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table.remove(partlist,part)
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end
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end
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return partlist
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end
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local function disappear(partlist)
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for part = 1, #partlist, 1 do
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local particle = partlist[part]
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particle.lifespan -= .1
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end
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for part = #partlist, 1, -1 do
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local particle = partlist[part]
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if particle.lifespan <= 0 then
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table.remove(partlist,part)
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end
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end
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return partlist
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end
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local function loop(partlist, bounds)
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if bounds[3] > bounds[1] and bounds[4] > bounds[2] then
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local xDif , yDif = bounds[3] - bounds[1], bounds[4] - bounds[2]
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for part = 1, #partlist, 1 do
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local particle = partlist[part]
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if particle.x > bounds[3] then particle.x -= xDif
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elseif particle.x < bounds[1] then particle.x += xDif end
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if particle.y > bounds[4] then particle.y -= yDif
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elseif particle.y < bounds[2] then particle.y += yDif end
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end
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end
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return partlist
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end
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local function stay(partlist, bounds)
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if bounds[3] > bounds[1] and bounds[4] > bounds[2] then
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local xDif , yDif = bounds[3] - bounds[1], bounds[4] - bounds[2]
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for part = #partlist, 1, -1 do
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local particle = partlist[part]
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if particle.x > bounds[3] then table.remove(partlist,part)
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elseif particle.x < bounds[1] then table.remove(partlist,part)
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elseif particle.y > bounds[4] then table.remove(partlist,part)
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elseif particle.y < bounds[2] then table.remove(partlist,part) end
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end
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end
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return partlist
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end
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class("ParticleCircle", {type = 1}).extends(Particle)
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function ParticleCircle:create(amount)
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for i = 1, amount, 1 do
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local part = {
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x = self.x,
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y = self.y,
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dir = math.random(self.spread[1],self.spread[2]),
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size = math.random(self.size[1],self.size[2]) * precision,
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speed = math.random(self.speed[1],self.speed[2]) * precision,
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acceleration = math.random(self.acceleration[1],self.acceleration[2]) * precision,
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lifespan = math.random(self.lifespan[1],self.lifespan[2]) * precision,
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thickness = math.random(self.thickness[1],self.thickness[2]),
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decay = self.decay
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}
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self.particles[#self.particles+1] = part
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end
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end
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function ParticleCircle:add(amount)
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self:create(amount)
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end
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function ParticleCircle:update()
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local w = playdate.graphics.getLineWidth()
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local c = playdate.graphics.getColor()
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playdate.graphics.setColor(self.colour)
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for part = 1, #self.particles, 1 do
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local circ = self.particles[part]
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if circ.thickness < 1 then
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playdate.graphics.fillCircleAtPoint(circ.x,circ.y,circ.size)
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else
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playdate.graphics.setLineWidth(circ.thickness)
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playdate.graphics.drawCircleAtPoint(circ.x, circ.y, circ.size)
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end
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circ.x += math.sin(math.rad(circ.dir)) * circ.speed
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circ.y -= math.cos(math.rad(circ.dir)) * circ.speed
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circ.speed += circ.acceleration / 100
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self.particles[part] = circ
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end
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playdate.graphics.setLineWidth(w)
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playdate.graphics.setColor(c)
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if self.mode == 1 then
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decay(self.particles, self.decay)
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elseif self.mode == 0 then
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disappear(self.particles)
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elseif self.mode == 2 then
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loop(self.particles, self.bounds)
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else
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stay(self.particles, self.bounds)
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end
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end
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class("ParticlePoly", {type = 2}).extends(Particle)
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function ParticlePoly:getPoints()
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return self.points[1], self.points[2]
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end
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function ParticlePoly:setPoints(min,max)
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self.points = {min, max or min}
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end
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-- angular
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function ParticlePoly:getAngular()
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return self.angular[1], self.angular[2]
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end
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function ParticlePoly:setAngular(min,max)
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self.angular = {min, max or min}
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end
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function ParticlePoly:getRotation()
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return self.rotation[1], self.rotation[2]
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end
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function ParticlePoly:setRotation(min,max)
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self.rotation = {min, max or min}
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end
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function ParticlePoly:create(amount)
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for i = 1, amount, 1 do
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local part = {
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x = self.x,
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y = self.y,
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dir = math.random(self.spread[1],self.spread[2]),
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size = math.random(self.size[1],self.size[2]) * precision,
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speed = math.random(self.speed[1],self.speed[2]) * precision,
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acceleration = math.random(self.acceleration[1],self.acceleration[2]) * precision,
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lifespan = math.random(self.lifespan[1],self.lifespan[2]) * precision,
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thickness = math.random(self.thickness[1],self.thickness[2]) * precision,
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angular = math.random(self.angular[1],self.angular[2]) * precision,
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points = math.random(self.points[1], self.points[2]),
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decay = self.decay,
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rotation = math.random(self.rotation[1],self.rotation[2])
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}
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self.particles[#self.particles+1] = part
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end
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end
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function ParticlePoly:add(amount)
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self:create(amount)
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end
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function ParticlePoly:update()
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local w = playdate.graphics.getLineWidth()
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local c = playdate.graphics.getColor()
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playdate.graphics.setColor(self.colour)
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for part = 1, #self.particles, 1 do
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local poly = self.particles[part]
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local polygon = {}
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local degrees = 360 / poly.points
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for point = 1, poly.points, 1 do
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polygon[#polygon+1] = poly.x + math.sin(math.rad(degrees * point + poly.rotation)) * poly.size
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polygon[#polygon+1] = poly.y - math.cos(math.rad(degrees * point + poly.rotation)) * poly.size
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end
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if poly.thickness < 1 then
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playdate.graphics.fillPolygon(table.unpack(polygon))
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else
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playdate.graphics.setLineWidth(poly.thickness)
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playdate.graphics.drawPolygon(table.unpack(polygon))
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end
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poly.x += math.sin(math.rad(poly.dir)) * poly.speed
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poly.y = poly.y - math.cos(math.rad(poly.dir)) * poly.speed
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poly.rotation += poly.angular
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poly.speed += poly.acceleration / 100
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self.particles[part] = poly
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end
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playdate.graphics.setLineWidth(w)
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playdate.graphics.setColor(c)
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if self.mode == 1 then
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decay(self.particles, self.decay)
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elseif self.mode == 0 then
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disappear(self.particles)
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elseif self.mode == 2 then
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loop(self.particles, self.bounds)
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else
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stay(self.particles, self.bounds)
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end
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end
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class("ParticleImage", {type = 3}).extends(Particle)
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function ParticleImage:getAngular()
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return self.angular[1], self.angular[2]
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end
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function ParticleImage:setAngular(min,max)
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self.angular = {min, max or min}
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end
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function ParticleImage:getRotation()
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return self.rotation[1], self.rotation[2]
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end
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function ParticleImage:setRotation(min,max)
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self.rotation = {min, max or min}
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end
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function ParticleImage:setImage(image)
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self.image = image
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self.table = nil
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end
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function ParticleImage:setImageTable(image)
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self.image = nil
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self.table = image
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end
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function ParticleImage:getImage()
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return self.image
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end
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function ParticleImage:getImageTable()
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return self.table
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end
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function ParticleImage:create(amount)
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if self.image ~= nil then
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for i = 1, amount, 1 do
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local part = {
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x = self.x,
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y = self.y,
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dir = math.random(self.spread[1],self.spread[2]),
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size = math.random(self.size[1],self.size[2]) * precision,
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speed = math.random(self.speed[1],self.speed[2]) * precision,
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acceleration = math.random(self.acceleration[1],self.acceleration[2]) * precision,
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lifespan = math.random(self.lifespan[1],self.lifespan[2]) * precision,
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thickness = math.random(self.thickness[1],self.thickness[2]),
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angular = math.random(self.angular[1],self.angular[2]) * precision,
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decay = self.decay,
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image = self.image,
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rotation = math.random(self.rotation[1],self.rotation[2])
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}
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self.particles[#self.particles+1] = part
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end
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else
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for i = 1, amount, 1 do
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local part = {
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x = self.x,
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y = self.y,
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dir = math.random(self.spread[1],self.spread[2]),
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size = math.random(self.size[1],self.size[2]) * precision,
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speed = math.random(self.speed[1],self.speed[2]) * precision,
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acceleration = math.random(self.acceleration[1],self.acceleration[2]) * precision,
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lifespan = math.random(self.lifespan[1],self.lifespan[2]) * precision,
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thickness = math.random(self.thickness[1],self.thickness[2]),
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angular = math.random(self.angular[1],self.angular[2]) * precision,
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decay = self.decay,
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image = self.table[math.random(#self.table)],
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rotation = math.random(self.rotation[1],self.rotation[2])
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}
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self.particles[#self.particles+1] = part
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end
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end
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end
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function ParticleImage:add(amount)
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self:create(amount)
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end
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function ParticleImage:update()
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for part = 1, #self.particles, 1 do
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local img = self.particles[part]
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img.image:drawRotated(img.x,img.y,img.rotation,img.size)
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img.rotation += img.angular
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img.x += math.sin(math.rad(img.dir)) * img.speed
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img.y = img.y - math.cos(math.rad(img.dir)) * img.speed
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img.speed += img.acceleration / 100
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self.particles[part] = img
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end
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if self.mode == 1 then
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decay(self.particles, self.decay)
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elseif self.mode == 0 then
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disappear(self.particles)
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elseif self.mode == 2 then
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loop(self.particles, self.bounds)
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else
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stay(self.particles, self.bounds)
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end
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end
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class("ParticleImageBasic", {type = 3}).extends(ParticleImage)
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function ParticleImageBasic:update()
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for part = 1, #self.particles, 1 do
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local img = self.particles[part]
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img.image:drawScaled(img.x,img.y,img.size)
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img.rotation += img.angular
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img.x += math.sin(math.rad(img.dir)) * img.speed
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img.y = img.y - math.cos(math.rad(img.dir)) * img.speed
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img.speed += img.acceleration / 100
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self.particles[part] = img
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end
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if self.mode == 1 then
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decay(self.particles, self.decay)
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elseif self.mode == 0 then
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disappear(self.particles)
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elseif self.mode == 2 then
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loop(self.particles, self.bounds)
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else
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stay(self.particles, self.bounds)
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end
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end
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class("ParticlePixel").extends(Particle)
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function ParticlePixel:create(amount)
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for i = 1, amount, 1 do
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local part = {
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x = self.x,
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y = self.y,
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dir = math.random(self.spread[1],self.spread[2]),
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speed = math.random(self.speed[1],self.speed[2]) * precision,
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acceleration = math.random(self.acceleration[1],self.acceleration[2]) * precision,
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lifespan = math.random(self.lifespan[1],self.lifespan[2]) * precision,
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}
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self.particles[#self.particles+1] = part
|
|
end
|
|
end
|
|
|
|
function ParticlePixel:add(amount)
|
|
self:create(amount)
|
|
end
|
|
|
|
function ParticlePixel:update()
|
|
local c = playdate.graphics.getColor()
|
|
playdate.graphics.setColor(self.colour)
|
|
for part = 1, #self.particles, 1 do
|
|
local pix = self.particles[part]
|
|
|
|
playdate.graphics.drawPixel(pix.x,pix.y,pix.size)
|
|
|
|
pix.x += math.sin(math.rad(pix.dir)) * pix.speed
|
|
pix.y -= math.cos(math.rad(pix.dir)) * pix.speed
|
|
|
|
pix.speed += pix.acceleration / 100
|
|
|
|
self.particles[part] = pix
|
|
end
|
|
playdate.graphics.setColor(c)
|
|
|
|
if self.mode == 0 then
|
|
disappear(self.particles)
|
|
|
|
elseif self.mode == 2 then
|
|
loop(self.particles, self.bounds)
|
|
|
|
else
|
|
stay(self.particles, self.bounds)
|
|
|
|
end
|
|
end
|
|
|
|
-- [[ GLOBAL PARTICLE STUFF ]] --
|
|
|
|
class("Particles").extends()
|
|
|
|
Particles.modes = {DISAPPEAR = 0, DECAY = 1, LOOP = 2, STAY = 3}
|
|
|
|
function Particles:update()
|
|
for particle = 1, #particles, 1 do
|
|
particles[particle]:update()
|
|
end
|
|
end
|
|
|
|
function Particles:clearAll()
|
|
for part = 1, #particles, 1 do
|
|
particles[part]:clearParticles()
|
|
end
|
|
end
|
|
|
|
function Particles:removeAll()
|
|
local lb = #particles
|
|
for part = 1, #particles, 1 do
|
|
particles[part] = nil
|
|
end
|
|
end
|
|
|
|
function Particles:setPrecision(prec)
|
|
precision = prec
|
|
end
|
|
|
|
function Particles:getPrecision()
|
|
return precision
|
|
end |