space-pew/SpacePew/ParticleSystem/ParticleSystem.cs
Magnus von Wachenfeldt 2a9d8ce416 move to github
2015-12-04 10:23:49 +01:00

195 lines
4.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
using SpacePew.Camera;
namespace SpacePew.ParticleSystem
{
public abstract class ParticleSystem : DrawableGameComponent
{
private static readonly Random _random = new Random();
protected Random Random
{
get { return _random; }
}
protected float RandomBetween(float min, float max)
{
return min + (float)_random.NextDouble() * (max - min);
}
public const int AlphaBlendDrawOrder = 100;
public const int AdditiveDrawOrder = 200;
private readonly MainGame _game;
private readonly int _howManyEffects;
private Texture2D _texture;
private Vector2 _origin;
private Particle[] _particles;
private Queue<Particle> _freeParticles;
public int FreeParticleCount
{
get { return _freeParticles.Count; }
}
protected int _minNumParticles;
protected int _maxNumParticles;
protected string _textureFilename;
protected float _minInitialSpeed;
protected float _maxInitialSpeed;
protected float _minAcceleration;
protected float _maxAcceleration;
protected float _minRotationSpeed;
protected float _maxRotationSpeed;
protected float _minLifetime;
protected float _maxLifetime;
protected float _minScale;
protected float _maxScale;
protected BlendState _blendState;
protected ICamera2D _camera;
protected ParticleSystem(MainGame game, int howManyEffects, ICamera2D camera)
: base(game)
{
this._game = game;
this._howManyEffects = howManyEffects;
this._camera = camera;
}
public override void Initialize()
{
InitializeConstants();
_particles = new Particle[_howManyEffects * _maxNumParticles];
_freeParticles = new Queue<Particle>(_howManyEffects * _maxNumParticles);
for (int i = 0; i < _particles.Length; i++)
{
_particles[i] = new Particle();
_freeParticles.Enqueue(_particles[i]);
}
base.Initialize();
}
protected abstract void InitializeConstants();
protected override void LoadContent()
{
if (string.IsNullOrEmpty(_textureFilename))
{
throw new ArgumentNullException("textureFilename");
}
_texture = _game.Content.Load<Texture2D>(_textureFilename);
_origin.X = _texture.Width / 2;
_origin.Y = _texture.Height / 2;
base.LoadContent();
}
public void AddParticles(Vector2 where, float scale)
{
int numParticles = Random.Next(_minNumParticles, _maxNumParticles);
for (int i = 0; i < numParticles && _freeParticles.Count > 0; i++)
{
Particle p = _freeParticles.Dequeue();
p.Scale = scale;
InitializeParticle(p, where);
}
}
protected virtual void InitializeParticle(Particle p, Vector2 where)
{
Vector2 direction = PickRandomDirection();
float velocity =
RandomBetween(_minInitialSpeed, _maxInitialSpeed);
float acceleration =
RandomBetween(_minAcceleration, _maxAcceleration);
float lifetime =
RandomBetween(_minLifetime, _maxLifetime);
float scale =
RandomBetween(_minScale, _maxScale);
float rotationSpeed =
RandomBetween(_minRotationSpeed, _maxRotationSpeed);
p.Initialize(
where, velocity * direction, acceleration * direction,
lifetime, scale, rotationSpeed);
}
protected virtual Vector2 PickRandomDirection()
{
float angle = RandomBetween(0, MathHelper.TwoPi);
return new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
}
public override void Update(GameTime gameTime)
{
var dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
foreach (var p in _particles.Where(p => p.Active))
{
p.Update(dt);
if (!p.Active)
{
_freeParticles.Enqueue(p);
}
}
base.Update(gameTime);
}
public override void Draw(GameTime gameTime)
{
_game.SpriteBatch.Begin(SpriteSortMode.Deferred, _blendState, null, null, null, null, _camera.Transform);
foreach (Particle p in _particles)
{
if (!p.Active)
continue;
float normalizedLifetime = p.TimeSinceStart / p.Lifetime;
float alpha = 4 * normalizedLifetime * (1 - normalizedLifetime);
var color = new Color(new Vector4(1, 1, 1, alpha));
float scale = p.Scale * (.75f + .25f * normalizedLifetime);
_game.SpriteBatch.Draw(_texture,
p.Position,
null,
color,
p.Rotation,
_origin,
scale,
SpriteEffects.None,
0.0f);
}
_game.SpriteBatch.End();
base.Draw(gameTime);
}
}
}