Changes to follow the code conventions. Improved some things.

This commit is contained in:
Jordi Santonja Blanes 2025-10-13 08:29:52 +02:00
parent 333eead97b
commit 9f4640dd97
2 changed files with 84 additions and 71 deletions

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@ -20,7 +20,7 @@
#include <stdlib.h> // Required for: calloc(), free() #include <stdlib.h> // Required for: calloc(), free()
#include <math.h> // Required for: cosf(), sinf() #include <math.h> // Required for: cosf(), sinf()
#define MAX_PARTICLES 300 // Max number particles #define MAX_PARTICLES 3000 // Max number particles
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Types and Structures Definition // Types and Structures Definition
@ -46,16 +46,17 @@ typedef struct Particle {
typedef struct CircularBuffer { typedef struct CircularBuffer {
int head; // Index for the next write int head; // Index for the next write
int tail; // Index for the next read int tail; // Index for the next read
Particle* buffer; // Particle buffer array Particle *buffer; // Particle buffer array
} CircularBuffer; } CircularBuffer;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Declaration // Module Functions Declaration
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
static Particle* AddToCircularBuffer(CircularBuffer* circularBuffer); static void EmitParticle(CircularBuffer *circularBuffer, Vector2 emitterPosition, ParticleType type);
static void UpdateParticles(CircularBuffer* circularBuffer, int screenWidth, int screenHeight); static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer);
static void UpdateCircularBuffer(CircularBuffer* circularBuffer); static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight);
static void DrawParticles(CircularBuffer* circularBuffer); static void UpdateCircularBuffer(CircularBuffer *circularBuffer);
static void DrawParticles(CircularBuffer *circularBuffer);
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
@ -70,13 +71,13 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - particles"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - particles");
// Definition of particles // Definition of particles
Particle* particles = (Particle*)RL_CALLOC(MAX_PARTICLES, sizeof(Particle)); // Particle array Particle *particles = (Particle*)RL_CALLOC(MAX_PARTICLES, sizeof(Particle)); // Particle array
CircularBuffer circularBuffer = { 0, 0, particles }; CircularBuffer circularBuffer = { 0, 0, particles };
// Particle emitter parameters // Particle emitter parameters
int emissionRate = 2; int emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
ParticleType currentType = WATER; ParticleType currentType = WATER;
Vector2 emitterPosition = { screenWidth / 2.0f, screenHeight / 2.0f }; Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -87,41 +88,15 @@ int main(void)
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Emit new particles: when emissionRate is 1, emit every frame // Emit new particles: when emissionRate is 1, emit every frame
if ((rand() % emissionRate) == 0) if (emissionRate < 0)
{ {
Particle* newParticle = AddToCircularBuffer(&circularBuffer); if (rand()%(-emissionRate) == 0)
// If buffer is full, newParticle is NULL EmitParticle(&circularBuffer, emitterPosition, currentType);
if (newParticle != NULL)
{
// Fill particle properties
newParticle->position = emitterPosition;
newParticle->alive = true;
newParticle->lifeTime = 0.0f;
newParticle->type = currentType;
float speed = (float)(rand() % 10) / 5.0f;
switch (currentType)
{
case WATER:
newParticle->radius = 5.0f;
newParticle->color = BLUE;
break;
case SMOKE:
newParticle->radius = 7.0f;
newParticle->color = GRAY;
break;
case FIRE:
newParticle->radius = 10.0f;
newParticle->color = YELLOW;
speed /= 10.0f;
break;
default:
newParticle->radius = 5.0f;
newParticle->color = WHITE;
break;
}
float direction = (float)(rand() % 360);
newParticle->velocity = (Vector2){ speed * cosf(direction * DEG2RAD), speed * sinf(direction * DEG2RAD) };
} }
else
{
for (int i = 0; i <= emissionRate; ++i)
EmitParticle(&circularBuffer, emitterPosition, currentType);
} }
// Update the parameters of each particle // Update the parameters of each particle
@ -130,18 +105,19 @@ int main(void)
UpdateCircularBuffer(&circularBuffer); UpdateCircularBuffer(&circularBuffer);
// Change Particle Emission Rate (UP/DOWN arrows) // Change Particle Emission Rate (UP/DOWN arrows)
if (IsKeyPressed(KEY_UP) && (emissionRate > 1)) if (IsKeyPressed(KEY_UP))
--emissionRate;
if (IsKeyPressed(KEY_DOWN))
++emissionRate; ++emissionRate;
if (IsKeyPressed(KEY_DOWN))
--emissionRate;
// Change Particle Type (LEFT/RIGHT arrows) // Change Particle Type (LEFT/RIGHT arrows)
if (IsKeyPressed(KEY_RIGHT)) if (IsKeyPressed(KEY_RIGHT))
(currentType == FIRE) ? currentType = WATER : ++currentType; (currentType == FIRE) ? (currentType = WATER) : ++currentType;
if (IsKeyPressed(KEY_LEFT)) if (IsKeyPressed(KEY_LEFT))
(currentType == WATER) ? currentType = FIRE : --currentType; (currentType == WATER) ? (currentType = FIRE) : --currentType;
//---------------------------------------------------------------------------------- if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
emitterPosition = GetMousePosition();
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -160,7 +136,10 @@ int main(void)
DrawText("UP/DOWN: Change Particle Emission Rate", 15, 35, 10, BLACK); DrawText("UP/DOWN: Change Particle Emission Rate", 15, 35, 10, BLACK);
DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, BLACK); DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, BLACK);
DrawText(TextFormat("Emission Rate: %d | Type: %s", emissionRate, particleTypesChar[currentType]), 15, 95, 10, DARKGRAY); if (emissionRate < 0)
DrawText(TextFormat("Particles every %d frames | Type: %s", -emissionRate, particleTypesChar[currentType]), 15, 95, 10, DARKGRAY);
else
DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypesChar[currentType]), 15, 95, 10, DARKGRAY);
DrawFPS(screenWidth - 80, 10); DrawFPS(screenWidth - 80, 10);
@ -181,27 +160,61 @@ int main(void)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition // Module Functions Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
static Particle* AddToCircularBuffer(CircularBuffer* circularBuffer) static void EmitParticle(CircularBuffer *circularBuffer, Vector2 emitterPosition, ParticleType type)
{ {
Particle* particle = NULL; Particle *newParticle = AddToCircularBuffer(circularBuffer);
// If buffer is full, newParticle is NULL
if (newParticle != NULL)
{
// Fill particle properties
newParticle->position = emitterPosition;
newParticle->alive = true;
newParticle->lifeTime = 0.0f;
newParticle->type = type;
float speed = (float)(rand()%10)/5.0f;
switch (type)
{
case WATER:
newParticle->radius = 5.0f;
newParticle->color = BLUE;
break;
case SMOKE:
newParticle->radius = 7.0f;
newParticle->color = GRAY;
break;
case FIRE:
newParticle->radius = 10.0f;
newParticle->color = YELLOW;
speed /= 10.0f;
break;
default: break;
}
float direction = (float)(rand()%360);
newParticle->velocity = (Vector2){ speed*cosf(direction*DEG2RAD), speed*sinf(direction*DEG2RAD) };
}
}
static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer)
{
Particle *particle = NULL;
// Check if buffer full // Check if buffer full
if (((circularBuffer->head + 1) % MAX_PARTICLES) != circularBuffer->tail) if (((circularBuffer->head + 1)%MAX_PARTICLES) != circularBuffer->tail)
{ {
// Add new particle to the head position and advance head // Add new particle to the head position and advance head
particle = &circularBuffer->buffer[circularBuffer->head]; particle = &circularBuffer->buffer[circularBuffer->head];
circularBuffer->head = (circularBuffer->head + 1) % MAX_PARTICLES; circularBuffer->head = (circularBuffer->head + 1)%MAX_PARTICLES;
} }
return particle; return particle;
} }
static void UpdateParticles(CircularBuffer* circularBuffer, int screenWidth, int screenHeight) static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight)
{ {
for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1) % MAX_PARTICLES) for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
{ {
// Update particle life and positions // Update particle life and positions
circularBuffer->buffer[i].lifeTime += 1.0f / 60.0f; // 60 FPS -> 1/60 seconds per frame circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
switch (circularBuffer->buffer[i].type) switch (circularBuffer->buffer[i].type)
{ {
@ -221,11 +234,11 @@ static void UpdateParticles(CircularBuffer* circularBuffer, int screenWidth, int
break; break;
case FIRE: case FIRE:
// Add a little horizontal oscillation to fire particles // Add a little horizontal oscillation to fire particles
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime * 10.0f); circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime*215.0f);
circularBuffer->buffer[i].velocity.y -= 0.005f; // Upwards circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y; circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
circularBuffer->buffer[i].radius -= 0.05f; // Decrement radius: fire shrinks circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
circularBuffer->buffer[i].color.g -= 1; // Decrement green: fire turns reddish starting from yellow circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
if (circularBuffer->buffer[i].radius <= 0.02f) // If radius too small, particle dies if (circularBuffer->buffer[i].radius <= 0.02f) // If radius too small, particle dies
circularBuffer->buffer[i].alive = false; circularBuffer->buffer[i].alive = false;
break; break;
@ -233,26 +246,26 @@ static void UpdateParticles(CircularBuffer* circularBuffer, int screenWidth, int
} }
// Disable particle when out of screen // Disable particle when out of screen
if ((circularBuffer->buffer[i].position.x < 0) || Vector2 center = circularBuffer->buffer[i].position;
(circularBuffer->buffer[i].position.x > screenWidth) || float radius = circularBuffer->buffer[i].radius;
(circularBuffer->buffer[i].position.y < 0) || if ((center.x < -radius) || (center.x > screenWidth + radius) ||
(circularBuffer->buffer[i].position.y > screenHeight)) (center.y < -radius) || (center.y > screenHeight + radius))
circularBuffer->buffer[i].alive = false; circularBuffer->buffer[i].alive = false;
} }
} }
static void UpdateCircularBuffer(CircularBuffer* circularBuffer) static void UpdateCircularBuffer(CircularBuffer *circularBuffer)
{ {
// Update circular buffer: advance tail over dead particles // Update circular buffer: advance tail over dead particles
while ((circularBuffer->tail != circularBuffer->head) && while (circularBuffer->tail != circularBuffer->head &&
!circularBuffer->buffer[circularBuffer->tail].alive) !circularBuffer->buffer[circularBuffer->tail].alive)
{ {
circularBuffer->tail = (circularBuffer->tail + 1) % MAX_PARTICLES; circularBuffer->tail = (circularBuffer->tail + 1)%MAX_PARTICLES;
} }
} }
static void DrawParticles(CircularBuffer* circularBuffer) static void DrawParticles(CircularBuffer *circularBuffer)
{ {
for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1) % MAX_PARTICLES) for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
{ {
if (circularBuffer->buffer[i].alive) if (circularBuffer->buffer[i].alive)
{ {

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