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synced 2026-08-16 16:20:42 +02:00
Minor code cleanup
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@@ -276,8 +276,8 @@ void ParticleSystem::initParticle(Particle *p, float t)
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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(cosf(p->direction), sinf(p->direction));
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p->speed *= speed;
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p->velocity = love::Vector(cosf(p->direction), sinf(p->direction));
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p->velocity *= speed;
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p->linearAcceleration.x = (float) rng.random(linearAccelerationMin.x, linearAccelerationMax.x);
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p->linearAcceleration.y = (float) rng.random(linearAccelerationMin.y, linearAccelerationMax.y);
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@@ -302,7 +302,7 @@ void ParticleSystem::initParticle(Particle *p, float t)
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p->angle = p->rotation;
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if (relativeRotation)
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p->angle += atan2f(p->speed.y, p->speed.x);
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p->angle += atan2f(p->velocity.y, p->velocity.x);
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p->color = colors[0];
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}
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@@ -907,11 +907,11 @@ void ParticleSystem::update(float dt)
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// Resize tangential.
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tangential *= p->tangentialAcceleration;
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// Update position.
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p->speed += (radial+tangential+p->linearAcceleration)*dt;
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// Update velocity.
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p->velocity += (radial + tangential + p->linearAcceleration) * dt;
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// Modify position.
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ppos += p->speed * dt;
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ppos += p->velocity * dt;
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p->position[0] = ppos.getX();
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p->position[1] = ppos.getY();
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@@ -924,7 +924,7 @@ void ParticleSystem::update(float dt)
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p->angle = p->rotation;
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if (relativeRotation)
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p->angle += atan2f(p->speed.y, p->speed.x);
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p->angle += atan2f(p->velocity.y, p->velocity.x);
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// Change size according to given intervals:
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// i = 0 1 2 3 n-1
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@@ -516,7 +516,7 @@ protected:
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// Particles gravitate towards this point.
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love::Vector origin;
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love::Vector speed;
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love::Vector velocity;
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love::Vector linearAcceleration;
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float radialAcceleration;
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float tangentialAcceleration;
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@@ -111,7 +111,7 @@ int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, fl
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memcpy(sprite, texture->getVertices(), sizeof(Vertex) * 4);
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// Transform.
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static Matrix t;
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Matrix t;
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t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
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t.transform(sprite, sprite, 4);
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@@ -138,7 +138,7 @@ int SpriteBatch::addq(Quad *quad, float x, float y, float a, float sx, float sy,
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// Needed for colors.
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memcpy(sprite, quad->getVertices(), sizeof(Vertex) * 4);
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static Matrix t;
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Matrix t;
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t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
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t.transform(sprite, sprite, 4);
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