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path: root/src/objs/specks.lua
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Speck_Sys = {}
Speck_Sys.__index = Speck_Sys

function speck_shape_rectangle(speck_sys)
  local w = (speck_sys.spawn_width or 0) / 2
  local h = (speck_sys.spawn_height or 0) / 2

  return randf_range(-w, w), randf_range(-h, h)
end

function speck_shape_point(speck_sys)
  return 0, 0
end

function speck_shape_circle(speck_sys)
  local angle = randf_range(0, math.pi * 2)
  local r = speck_sys.spawn_radius or 0
  r = r * lmath.random()
  return r*math.cos(angle), r*math.sin(angle)
end

function Speck_Sys.new()
  local self = setmetatable({}, Speck_Sys)

  self.data = {
    size = 0,
    pos = {},
    vel = {},

    alive = {},
    lifetime = {},
    lifetime_max = {},

    scale_start = {},
    scale_end = {}
  }

  self.free_ids = {}
  self.free_ids_size = 0

  self.spawn_shape = speck_shape_point

  self.spawn_amount_min = 1
  self.spawn_amount_max = 1

  self.scale_curve = lerp
  self.scale_start_min = 0.8
  self.scale_start_max = 1.25

  self.scale_end_min = 0
  self.scale_end_max = 0

  self.forcex = 0
  self.forcey = 0

  self.initial_velx = 0
  self.initial_vely = 0
  self.spread = 0

  self.lifetime_min = 1
  self.lifetime_max = 5

  self.interval = 0.1
  self.spawn_timer = self.interval

  self.texture = get_tex("res/img/speck.png")

  self.x = 0
  self.y = 0
  return self
end

function Speck_Sys:check_bounce(i)
  if not self.bounce then
    return false
  end

  local scn = get_current_scene()
  assert(scn, "No scene set.")

  return has_tile(
    scn.tilemap,
    to_tile_coords(self.data.pos[i].x, self.data.pos[i].y))
end

function Speck_Sys:spawn_particles()
  local data = self.data
  local amt = lmath.random(self.spawn_amount_min, self.spawn_amount_max)

  for i = 1, amt do
    local id
    if self.free_ids_size > 0 then
      id = self.free_ids[self.free_ids_size]
      self.free_ids_size = self.free_ids_size - 1
    else
      self.data.size = self.data.size + 1
      id = self.data.size
    end

    data.alive[id] = true

    local offx, offy = self.spawn_shape(self)
    data.pos[id] = { x = self.x + offx, y = self.y + offy }
    data.vel[id] = { x = self.initial_velx, y = self.initial_vely }

    local beta = self.spread * math.pi / 180
    beta = beta / 2
    beta = randf_range(-beta, beta)

    local rvx = (data.vel[id].x * math.cos(beta))
        - (data.vel[id].y * math.sin(beta))
    local rvy = (data.vel[id].x * math.sin(beta))
        + (data.vel[id].y * math.cos(beta))
    data.vel[id].x = rvx
    data.vel[id].y = rvy

    data.lifetime[id] = randf_range(
      self.lifetime_min, self.lifetime_max)
    data.lifetime_max[id] = data.lifetime[id]

    data.scale_start[id] = randf_range(
      self.scale_start_min, self.scale_start_max)
    data.scale_end[id] = randf_range(
      self.scale_end_min, self.scale_end_max)
  end
end

function Speck_Sys:update(dt)
  local data = self.data

  -- particle spawning
  self.spawn_timer = self.spawn_timer - dt
  if self.spawn_timer <= 0 then
    self.spawn_timer = self.interval

    self:spawn_particles()
  end

  -- particles processing
  for i = 1, data.size do
    if not data.alive[i] then
      goto next_speck_update
    end

    if data.lifetime[i] <= 0 then
      data.alive[i] = false

      self.free_ids_size = self.free_ids_size + 1
      self.free_ids[self.free_ids_size] = i
      goto next_speck_update
    end

    data.vel[i].x = data.vel[i].x + self.forcex * dt
    data.vel[i].y = data.vel[i].y + self.forcey * dt

    -- move and bounce
    data.pos[i].x = data.pos[i].x + data.vel[i].x * dt
    if self:check_bounce(i) then
      data.vel[i].x = -data.vel[i].x
      data.pos[i].x = data.pos[i].x + data.vel[i].x * dt
    end

    data.pos[i].y = data.pos[i].y + data.vel[i].y * dt
    if self:check_bounce(i) then
      data.vel[i].y = -data.vel[i].y
      data.pos[i].y = data.pos[i].y + data.vel[i].y * dt
    end

    data.lifetime[i] = data.lifetime[i] - dt

    ::next_speck_update::
  end
end

function Speck_Sys:draw()
  local scale_curve = self.scale_curve
  local data = self.data

  for i = 1, data.size do
    if not data.alive[i] then
      goto next_speck_draw
    end

    local anim = 1 - data.lifetime[i] / data.lifetime_max[i]
    local scale = scale_curve(data.scale_start[i], data.scale_end[i], anim)

    local w, h = self.texture:getDimensions()

    lg.draw(
      self.texture, data.pos[i].x, data.pos[i].y, 0, scale, scale, w / 2, h / 2
    )
    ::next_speck_draw::
  end
end

register_comp("Speck_System", function(ent)
  ent.speck_sys = Speck_Sys.new()
end)

function speck_update_sys(ent, dt)
  ent.speck_sys.x = ent.x
  ent.speck_sys.y = ent.y

  ent.speck_sys:update(dt)
end

function speck_draw_sys(ent)
  ent.speck_sys:draw()
end