bzr branch
http://9ix.org/bzr/ld26
1
by Josh C
zoetrope 1.4 |
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-- Class: Emitter |
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-- An emitter periodically emits sprites with varying properties -- |
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-- for example, velocity. These are set with the emitter's min and |
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-- max properties. For example, you could set the x velocity of |
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-- particles to range between -100 and 100 with these statements: |
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-- |
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-- > emitter.min.velocity.x = -100 |
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-- > emitter.max.velocity.x = 100 |
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-- |
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-- Properties can descend two levels deep at most. |
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-- |
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-- You can specify any property in min and max, and it will be set |
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-- on sprites as they are emitted. Mins and maxes can only be used |
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-- with numeric properties. |
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-- |
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-- Particles when emitted will appear at a random spot inside the |
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-- rectangle defined by the emitter's x, y, width, and height |
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-- properties. |
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-- |
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-- Because emitters are <Group> subclasses, all particles appear at |
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-- the same z index onscreen. This also means that setting active, |
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-- visible, and solid properties on the emitter will affect all particles. |
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-- |
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-- Any sprite may be used as a particle. When a sprite is added as |
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-- a particle, its die() method is called. When emitted, revive() is |
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-- called on it. If you want a particle to remain invisible after being |
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-- emitted, for example, then write an onEmit method on your sprite to do so. |
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-- |
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-- Extends: |
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-- <Group> |
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-- |
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-- Event: onEmit |
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-- Called on both the parent emitter and the emitted sprite |
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-- when it is emitted. If multiple particles are emitted at once, the |
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-- emitter will receive multiple onEmit events. |
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Emitter = Group:extend{ |
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-- Property: x |
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-- The x coordinate of the upper-left corner of the rectangle where particles may appear. |
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x = 0, |
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-- Property: y |
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-- The y coordinate of the upper-left corner of the rectangle where particles may appear. |
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y = 0, |
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-- Property: width |
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-- The width of the rectangle where particles may appear. |
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width = 0, |
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-- Property: height |
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-- The height of the retangle where particles may appear. |
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height = 0, |
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-- Property: emitting |
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-- Boolean whether this emitter is actually emitting particles. |
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emitting = true, |
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-- Property: period |
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-- How long, in seconds, the emitter should wait before emitting. |
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period = math.huge, |
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-- Property: emitCount |
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-- How many particles to emit at once. |
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emitCount = 1, |
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-- Property: min |
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-- Minimum numeric properties for particles. |
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min = {}, |
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-- Property: max |
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-- Maximum numeric properties for particles. |
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max = {}, |
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-- Property: emitTimer |
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-- Used to keep track of when the next emit should take place. |
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-- To restart the timer, set it to 0. To immediately force a particle |
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-- to be emitted, set it to the emitter's period property. (Although |
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-- you should probably call emit() instead.) |
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emitTimer = 0, |
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-- which particle to emit next |
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_emitIndex = 1, |
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-- Method: loadParticles |
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-- Creates a number of particles to use based on a class. |
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-- This calls new() on the particle class with no arguments. |
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-- |
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-- Arguments: |
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-- class - class object to instantiate |
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-- count - number of particles to create |
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-- |
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-- Returns: |
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-- nothing |
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loadParticles = function (self, class, count) |
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for i = 1, count do |
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self:add(class:new()) |
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end |
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end, |
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-- Method: emit |
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-- Emits one or more particles. This ignores the emitting property. |
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-- If no particles are ready to be emitted, this does nothing. |
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-- |
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-- Arguments: |
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-- count - how many particles to emit, default 1 |
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-- |
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-- Returns: |
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-- emitted particle |
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emit = function (self, count) |
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count = count or 1 |
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if #self.sprites == 0 then return end |
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for i = 1, count do |
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local emitted = self.sprites[self._emitIndex] |
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self._emitIndex = self._emitIndex + 1 |
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if self._emitIndex > #self.sprites then self._emitIndex = 1 end |
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-- revive it and set properties |
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emitted:revive() |
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emitted.x = math.random(self.x, self.x + self.width) |
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emitted.y = math.random(self.y, self.y + self.height) |
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for key, _ in pairs(self.min) do |
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if self.max[key] then |
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-- simple case, single value |
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if type(self.min[key]) == 'number' then |
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emitted[key] = self.min[key] + math.random() * (self.max[key] - self.min[key]) |
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end |
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-- complicated case, table |
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if type(self.min[key]) == 'table' then |
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for subkey, _ in pairs(self.min[key]) do |
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if type(self.min[key][subkey]) == 'number' then |
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emitted[key][subkey] = self.min[key][subkey] + math.random() * |
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(self.max[key][subkey] - self.min[key][subkey]) |
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end |
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end |
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end |
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end |
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end |
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if emitted.onEmit then emitted:onEmit(self) end |
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if self.onEmit then self:onEmit(emitted) end |
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end |
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end, |
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-- Method: explode |
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-- This emits many particles simultaneously then immediately stops any further |
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-- emissions. If you want to keep the emitter going, call emitter.emit(#emitter.sprites). |
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-- |
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-- Arguments: |
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-- count - number of particles to emit, defaults to all of them |
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-- |
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-- Returns: |
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-- nothing |
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explode = function (self, count) |
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count = count or #self.sprites |
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self:emit(count) |
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self.emitting = false |
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end, |
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-- Method: extinguish |
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-- This immediately calls die() on all particles, then the emitter itself. |
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-- This differs from a regular die() call in that if you call revive() on the |
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-- emitter later, particles will not appear where they last left off. |
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-- |
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-- Arguments: |
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-- none |
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-- |
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-- Returns: |
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-- nothing |
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extinguish = function (self) |
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for _, spr in pairs(self.sprites) do |
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spr:die() |
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end |
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self:die() |
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end, |
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update = function (self, elapsed) |
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if not self.active then return end |
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if self.emitting then |
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self.emitTimer = self.emitTimer + elapsed |
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if self.emitTimer > self.period then |
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self:emit(self.emitCount) |
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self.emitTimer = self.emitTimer - self.period |
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end |
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end |
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Group.update(self, elapsed) |
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end, |
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add = function (self, sprite) |
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sprite:die() |
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Group.add(self, sprite) |
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end, |
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__tostring = function (self) |
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local result = 'Emitter (x: ' .. self.x .. ', y: ' .. self.y .. |
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', w: ' .. self.width .. ', h: ' .. self.height .. ', ' |
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if self.emitting then |
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result = result .. 'emitting with period ' .. self.period .. ', ' |
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else |
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result = result .. 'not emitting, ' |
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end |
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return result |
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end |
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} |