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si_Particles.h
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si_Particles.h
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// si_Particles.h - space invaders opengl
#ifndef _PARTICLES_H
#define _PARTICLES_H
//////////////////////////////////////////////////////////////////////////////////////
//
// PARTICLE SYSTEM (EXPLOSIONS)
//
//
#define MAX_PARTICLES 15 // # of particles
typedef struct // Create A Structure For Particle
{
float life; // Particle Life
float fade; // Fade Speed
float x; // X Position
float y; // Y Position
float z; // Z Position
float xi; // X Direction acceleration
float yi; // Y Direction acceleration
float zi; // Z Direction acceleration
float counteri; // Counter to know when to reduce acceleration
}
particles; // Particles Structure
typedef struct
{
particles particle[MAX_PARTICLES];
}
explosions;
extern explosions explosion[60];
//////////////////////////////////////////////////////////////////////////////////////
//
// PARTICLE SYSTEM => Fonctions
//
//
//BOOL init_particle();
void exploded(int i);
void exploded(int i, double x, double y, double z);
void display_explosions(bool viewport2);
//////////////////////////////////////////////////////////////////////////////////////
//
// PARTICLE SYSTEM 2 (TIRS 3D)
//
//
/*
#define MAX_PARTICLES2 60 // Number Of Particles To Create
typedef struct // Create A Structure For Particle
{
bool active; // Active (Yes/No)
bool first_one; // The first one doesnt react the same as others
float life; // Particle Life
float fade; // Fade Speed
float r; // Red Value
float g; // Green Value
float b; // Blue Value
float x; // X Position
float y; // Y Position
float z; // Z Position
float xi; // X Direction
float yi; // Y Direction
float zi; // Z Direction
float xg; // X Gravity
float yg; // Y Gravity
float zg; // Z Gravity
}
particles2; // Particles Structure
void init_tir3d(int i);
void display_shoot3d(int i, bool viewport2);
*/
#endif