1 
2 #include "pe_bubbles.h"
3 #include "resources.h"
4 #include "background.h"
5 
6 extern Layouts *g_layouts;
7 
PE_Bubbles(vec2 const & pos)8 PE_Bubbles::PE_Bubbles(vec2 const& pos) :
9 	ParticleEffect(pos,50.0,150,3.0,&g_resources.texture_bubble)
10 {
11 }
12 
update_single_particle(Particle & p,float delta_t,float p_time)13 void PE_Bubbles::update_single_particle(Particle& p,float delta_t,float p_time)
14 {
15 	// add slight random deviation
16 	p.cur_pos += (p.cur_speed + (RAND_0_1-0.5)*0.1) * delta_t;
17 
18 	// horizontal movement to sine wave, shifted by preset random factor in user data
19 	p.cur_pos[0] += sin(p_time*10+p.user_data[0]*10)*0.06 * delta_t;
20 
21 	// increase the size with time
22 	p.cur_size += 0.005 * delta_t;
23 
24 	// increase upwards speed with time
25 	p.cur_speed[1] = -p_time*0.1;
26 
27 	// dampen alpha over time
28 	if (p.cur_color[3]>0.0)
29 		p.cur_color[3] -= 0.5 * delta_t;
30 
31 	if (p.cur_color[3]<=0.0)
32 		p.alive = false;
33 
34 	// disable particles above sea level
35 	float sea_y = Sea::sea_func(p.cur_pos[0]) + 0.263;
36 	if (p.cur_pos[1]<sea_y)
37 		p.alive = false;
38 }
39 
emit_single_particle(Particle & p)40 void PE_Bubbles::emit_single_particle(Particle& p)
41 {
42 	p.cur_pos = m_pos + vec2(RAND_0_1 * 0.01f,RAND_0_1 * 0.01f);
43 	p.cur_speed = vec2((-0.01+RAND_0_1*0.02),-0.1);
44 //	p.cur_size = 0.005;
45 	p.cur_size = 0.003;
46 	p.cur_color = vec4(1.0,1.0,1.0,1.0);
47 	p.user_data = vec4(RAND_0_1,0,0,0);
48 }
49 
50