Example #1
0
void Renderer::GenerateParticleEffect( std::shared_ptr< Tile > tile )
{
	Rect r( 0,0,10,10 );
	Vector2f pos = RectHelpers::CenterInRect( tile->rect, r );
	SDL_Color color = GetTileColor( tile );

	//for ( int i = 0; i < colorConfig.particleFireCount ; ++i )
	for ( int i = 0; i < 1 ; ++i )
	{
		auto p = Particle( Rect( pos.x, pos.y, 10, 10 ), color  );
		p.SetDecay( colorConfig.particleDecayMin, colorConfig.particleDecayMax );
		p.SetSpeed( colorConfig.particleSpeedMin, colorConfig.particleSpeedMax );
		particles.push_back( p );
	}
}
Example #2
0
 //-----------------------------------------------------------
 //    
 //-----------------------------------------------------------
 SynthEG::SynthEG(Real _a, Real _d, Real _s, Real _r) :
     m_phase(),
     m_state(EGState::OFF),
     m_attack(),
     m_decay(),
     m_sustain(),
     m_release(),
     m_delta_phase_decay(),
     m_delta_phase_release(),
     m_release_level(),
     m_attack_rate(),
     m_last_val()
 {
     SetAttack(_a);
     SetDecay(_d);
     SetSustain(_s);
     SetRelease(_r);
 }