Saturday, December 17, 2016

Monkey-X - Example - Additive Particle Flames - code example

Import mojo

Global screenwidth:Int=640
Global screenheight:Int=480

Class particle
    Field x:Float
    Field y:Float
    Field incx:Float
    Field incy:Float
    Field modincx:Float
    Field modincy:Float
    Field sx:Float
    Field sy:Float
    Field sxinc:Float
    Field syinc:Float
    Field timeout:Float
    Field time:Float
    Field alpha:Float
    Field deleteme:Bool=False    
    Method New(x:Int,y:Int,angle:Int)
        Self.x = x
        Self.y = y
        incx = Cos(angle+Rnd(-5,5))
        incy = Sin(angle+Rnd(-5,5))
        timeout = 50+Rnd(20)
        alpha = 1
        modincx = (Cos(angle+Rnd(-5,5)))/100
        modincy = (Sin(angle+Rnd(-5,5)))/100
        Local sc:Float=Rnd(0.5,1)
        sx = sc
        sy = sc
        sxinc = Rnd()/timeout
        syinc = Rnd()/timeout
    End Method
End Class

Class particleeffect
    Field sw:Int,sh:Int
    Field p:List<particle> = New List<particle>
    Field image:Image
    Field iw:Int=32
    Field ih:Int=32
    Field pixels:Int[]
    Field angle:Int
    Field x:Int,y:Int
    Method New(x:Int,y:Int,angle:Int)
        Self.x = x
        Self.y = y
        Self.sw = screenwidth = screenheight
        Self.angle = angle
        pixels = New Int[iw*ih]
        image = CreateImage(iw,ih,image.MidHandle)
        p.AddFirst(New particle(x,y,angle))
    End Method
    Method update()
        If Rnd() < 0.4
            p.AddFirst(New particle(x,y,angle))
        End If
        For Local i:=Eachin p
            i.x += i.incx
            i.y += i.incy
            i.incx += i.modincx
            i.incy += i.modincy
            i.alpha -= 1/i.timeout
            i.time += 1
   += i.sxinc
   += i.syinc
            If i.time > i.timeout Then i.deleteme = True
        For Local i:=Eachin p
            If i.deleteme = True Then p.Remove(i)
    End Method
    Method makeimage()
        For Local i=0 To iw        
            Local c:Int = 0+((255/iw)*i)
        image.WritePixels(pixels, 0, 0, iw, ih, 0)
    End Method
    Method drawo(x1,y1,radius:Float,col)
        For Local y2=-radius To radius
        For Local x2=-radius To radius
            If (y2*y2+x2*x2) <= radius*radius+radius*0.8
                Local x3 = x2+x1
                Local y3 = y2+y1
                Local pc = y3*iw+x3
                If pc>=0 And pc < iw*ih
                    pixels[pc] = col
                End If
            End If

    End Method

    Method draw()
        SetBlend AdditiveBlend
        For Local i:=Eachin p
            SetAlpha i.alpha
            Local sc:Float=(1/i.timeout)*i.time
        SetAlpha 1
    End Method
    Function argb:Int(r:Int, g:Int, b:Int ,alpha:Int=255)
       Return (alpha Shl 24) | (r Shl 16) | (g Shl 8) | b          
    End Function
    Function getred:Int(rgba:Int)    
        Return((rgba Shr 16) & $FF)    
    End Function              
    Function getgreen:Int(rgba:Int)    
        Return((rgba Shr 8) & $FF)    
    End Function    
    Function getblue:Int(rgba:Int)    
        Return(rgba & $FF)    
    End Function    
    Function getalpha:Int(rgba:Int)    
        Return ((rgba Shr 24) & $FF)    
    End Function    
End Class

Global m:List<particleeffect> = New List<particleeffect>

Class MyGame Extends App
    Method OnCreate()
        For Local i=0 Until 5
            m.AddLast(New particleeffect(i*(640/5)+30,200,Rnd(250,260)))
    End Method
    Method OnUpdate()
        For Local i:=Eachin m
    End Method
    Method OnRender()
        Cls 50,50,50
        For Local i:=Eachin m
    End Method
End Class

Function Main()
    New MyGame()
End Function

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