This is my second experiment with PICO-8, this time making a flexible and customizable particle emitter system. In this demo I've pre-made several different emitters that you can view by pressing (left) or (right).
Particles are only rendered as lines, but there are a lot of options to control how they look and behave. It took a while to figure out how to handle colliding with the edges of the screen such that it was accurate no matter how fast the particles were traveling or how long their trails were. Here's just the particle update function to see what's going on:
function particle:update() if self.age < self.lifespan then if self.jitter > 0 then local curr_jitter = rnd(self.jitter)-self.jitter/2 local curr_angle = atan2(self.dx,self.dy) local curr_mag = sqrt(self.dx^2+self.dy^2) self.dx = cos(curr_angle+curr_jitter)*curr_mag self.dy = sin(curr_angle+curr_jitter)*curr_mag end self.dx = (self.dx+self.xgrav)*self.drag self.dy = (self.dy+self.ygrav)*self.drag local next_x = self.x+self.dx local next_y = self.y+self.dy local line_pts = {{self.x, self.y}} line_pts.segments = 0 while self.collide do -- left collision if next_x < 0 and btwn(self.y+((next_y-self.y)*self.x/(self.x-next_x)),0,screen) then self.y += (next_y-self.y)*self.x/(self.x-next_x) self.x = 0 self.dx *= -self.bounce next_x *= -self.bounce -- right collision elseif next_x > screen and btwn(self.y+((next_y-self.y)*(screen-self.x)/(next_x-self.x)),0,screen) then self.y += (next_y-self.y)*(screen-self.x)/(next_x-self.x) self.x = screen self.dx *= -self.bounce next_x = screen-(next_x-screen)*self.bounce -- top collision elseif next_y < 0 and btwn(self.x+((next_x-self.x)*self.y/(self.y-next_y)),0,screen) then self.x += (next_x-self.x)*self.y/(self.y-next_y) self.y = 0 self.dy *= -self.bounce next_y *= -self.bounce -- bottom collision elseif next_y > screen and btwn(self.x+((next_x-self.x)*(screen-self.y)/(next_y-self.y)),0,screen) then self.x += (next_x-self.x)*(screen-self.y)/(next_y-self.y) self.y = screen self.dy *= -self.bounce next_y = screen-(next_y-screen)*self.bounce else -- no collision break end add(line_pts, {self.x, self.y}) line_pts.segments += 1 end self.x = next_x self.y = next_y add(line_pts, {self.x, self.y}) line_pts.segments += 1 add(self.lines, line_pts) elseif self.maxlength >= 1 then self.maxlength -= 1 end -- trim the lines while #self.lines > self.maxlength do del(self.lines, self.lines[1]) end -- get older self.age += 1 end |
With this code a particle can bounce multiple times in a single frame.
Anyway, if this is useful at all feel free to steal it, or just check out the demo.
edit: You can now press (x) to toggle performance info.
edit2: Improved readability of performance info and fixed bug where the particle:draw() function was being called on "dead" particles.
[Please log in to post a comment]