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synced 2026-08-14 01:20:56 +02:00
Made some float/int/unsigned char conversions explicit, fixed ParticleSystem:getColors, fixed love.mouse.isDown with x1 and x2 buttons
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@@ -233,7 +233,7 @@ void ParticleSystem::initParticle(particle *p)
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min = speedMin;
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max = speedMax;
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float speed = (float) rng.random(min, max);
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p->speed = love::Vector(cos(p->direction), sin(p->direction));
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p->speed = love::Vector(cosf(p->direction), sinf(p->direction));
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p->speed *= speed;
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p->linearAcceleration.x = (float) rng.random(linearAccelerationMin.x, linearAccelerationMax.x);
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@@ -652,11 +652,16 @@ void ParticleSystem::setColor(const std::vector<Color> &newColors)
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std::vector<Color> ParticleSystem::getColor() const
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{
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// We store colors as floats...
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// The particle system stores colors as floats...
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std::vector<Color> ncolors(colors.size());
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for (size_t i = 0; i < colors.size(); ++i)
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ncolors[i] = Color(colors[i].r, colors[i].g, colors[i].b, colors[i].a);
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{
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ncolors[i].r = (unsigned char) (colors[i].r * 255);
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ncolors[i].g = (unsigned char) (colors[i].g * 255);
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ncolors[i].b = (unsigned char) (colors[i].b * 255);
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ncolors[i].a = (unsigned char) (colors[i].a * 255);
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}
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return ncolors;
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}
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@@ -764,10 +769,10 @@ void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, flo
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pVerts[v].t = imageVerts[v].t;
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// particle colors are stored as floats (0-1) but vertex colors are stored as unsigned bytes (0-255)
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pVerts[v].r = p->color.r*255;
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pVerts[v].g = p->color.g*255;
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pVerts[v].b = p->color.b*255;
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pVerts[v].a = p->color.a*255;
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pVerts[v].r = (unsigned char) (p->color.r*255);
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pVerts[v].g = (unsigned char) (p->color.g*255);
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pVerts[v].b = (unsigned char) (p->color.b*255);
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pVerts[v].a = (unsigned char) (p->color.a*255);
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}
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pVerts += 4;
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