@@ -0,0 +1,38 @@ | |||
// | |||
// Emitter.hpp | |||
// emptyExample | |||
// | |||
// Created by Sebastian Holzki on 17.04.19. | |||
// | |||
#pragma once | |||
#include <stdio.h> | |||
#include "ofMain.h" | |||
class Emitter { | |||
public: | |||
Emitter(); | |||
~Emitter(); | |||
void setEmitterPosition(ofVec2f _position); | |||
ofVec2f getEmitterPosition(); | |||
int getEmitterX(); | |||
int getEmitterY(); | |||
private: | |||
bool emitting; | |||
void emitParticles(ofVec2f _positionOfEmission, bool _emitting); | |||
ofVec2f direction; | |||
ofVec2f position; | |||
}; |
@@ -0,0 +1,99 @@ | |||
// | |||
// avatar.cpp | |||
// emptyExample | |||
// | |||
// Created by Sebastian Holzki on 17.04.19. | |||
// | |||
#include "avatar.hpp" | |||
Avatar::Avatar(int playerType){ | |||
setup(playerType); | |||
} | |||
// ----------------------------------------- | |||
Avatar::~Avatar(){ | |||
} | |||
// ----------------------------------------- | |||
void Avatar::setup(int playerType){ | |||
//Load the right icon from data in ofImage, by using the transmitted info about the playerType | |||
// --> icon = .... | |||
} | |||
// ----------------------------------------- | |||
void Avatar::update(){ | |||
} | |||
// ----------------------------------------- | |||
void Avatar::draw(){ | |||
icon.draw(position); | |||
} | |||
// ----------------------------------------- | |||
ofVec2f Avatar::getPosition(){ | |||
return position; | |||
} | |||
// ----------------------------------------- | |||
void Avatar::setPosition(int _x, int _y){ | |||
position.x = _x; | |||
position.y = _y; | |||
} | |||
void Avatar::setPosition(ofVec2f _position){ | |||
position = _position; | |||
} | |||
// ----------------------------------------- | |||
void Avatar::clipToAvatar(Avatar _avatar){ | |||
//Read coordinates to clip to: | |||
ofVec2f tempCoords = _avatar.getPosition(); | |||
if( tempCoords.y == 0 ){ | |||
position.x = tempCoords.x + 20 ; | |||
position.y = tempCoords.y + 20 ; | |||
}else{ | |||
position.x = tempCoords.x + 20 ; | |||
position.y = tempCoords.y - 20 ; | |||
} | |||
} |
@@ -0,0 +1,51 @@ | |||
// | |||
// avatar.hpp | |||
// emptyExample | |||
// | |||
// Created by Sebastian Holzki on 17.04.19. | |||
// | |||
#pragma once | |||
#include <stdio.h> | |||
#include "ofMain.h" | |||
class Avatar { | |||
public: | |||
Avatar(int playerType); | |||
~Avatar(); | |||
void setup(int playerType); | |||
// void update(); | |||
void draw(); | |||
void setPlayerType(); | |||
int getPlayerType(); | |||
ofVec2f getPosition(); | |||
void setPosition(int x, int y); | |||
void setPosition(ofVec2f position); | |||
void clipToAvatar(Avatar avatar); //A particular avatar can clip its position, depending on the position of another avatar, compared to a beehive-structure) | |||
private: | |||
ofImage icon; | |||
int playerType; | |||
ofVec2f position; | |||
}; | |||
@@ -0,0 +1,80 @@ | |||
// | |||
// greatWhole.cpp | |||
// emptyExample | |||
// | |||
// Created by Sebastian Holzki on 17.04.19. | |||
// | |||
#include "greatWhole.hpp" | |||
//#include "main.h" | |||
GreatWhole::GreatWhole() | |||
{ | |||
} | |||
// ----------------------------------- | |||
GreatWhole::~GreatWhole() | |||
{ | |||
} | |||
// ----------------------------------- | |||
void GreatWhole::setup(){ | |||
} | |||
// ----------------------------------------------- | |||
void GreatWhole::update(vector<Avatar*> avatars){ | |||
} | |||
// ----------------------------------------------- | |||
void GreatWhole::draw(){ | |||
/* | |||
draw the whole avatar vector | |||
*/ | |||
} | |||
// ----------------------------------------------- | |||
void GreatWhole::addAvatar(Avatar avatar){ | |||
avatars.push_back(avatar); | |||
/* | |||
Set coordinates in abhängigkeit vom letzten also bei avatars at (max-1) | |||
*/ | |||
} | |||
@@ -0,0 +1,75 @@ | |||
// | |||
// particleSystem.cpp | |||
// emptyExample | |||
// | |||
// Created by Sebastian Holzki on 16.04.19. | |||
// | |||
#pragma once | |||
#include "particleSystem.hpp" | |||
ParticleSystem::ParticleSystem(){ | |||
} | |||
// ----------------------------------- | |||
ParticleSystem::~ParticleSystem(){ | |||
} | |||
// ----------------------------------- | |||
void ParticleSystem::setup(){ | |||
} | |||
// ----------------------------------------------- | |||
void ParticleSystem::update(float deltaT, int visitorID, bool attracted){ | |||
/* | |||
- wenn attracted, dann springe in Berechnung der Attraktion durch die vorhandenen Attraktoren | |||
*/ | |||
/* | |||
VisitorID stellt bekannten Besucher dar, also fertiges, auswertbares Profil. | |||
visitorID steuert die Optik des Partikelsystems, aktiviert also eine Art Preset | |||
z.B. Switch-Anweisung (visitorID 1-8): | |||
case 0: default mode, attraction | |||
case 1: load xml blabla1 | |||
case 2: load xml blabla2 | |||
... | |||
*/ | |||
} | |||
// ----------------------------------------------- | |||
void ParticleSystem::draw(){ | |||
/* | |||
draw all the particles from the vector in the ParticleSystem | |||
*/ | |||
} |