As a developer I want to be able to create Particles/Effects that are composed of a Animation or a single Sprite to be Displayed for some time and then disappear.
For Now, a particle can be a simple abstract Class that may look like this:
abstract class Particle {
void update();
void draw( draw parameters );
bool get alive;
static Function get emitter;//Returns function that can emit a new instance of this particle.
}
We can have another Particle called ParticleEffect/Effect that extends the Particle class and just shows an Animation and then dies.
Maybe we can have something like an Particle Emitter that creates Particle instances using the spawnFunction.
class ParticleEmitter {
Function _emitter;
ParticleEmitter(Function emitter);
emit(); //emit new Particle using the emitter function.
}
@mazoni what do you think about this?
I'm just concerned if we create an abstract particle system that handles both normal particles and effects or do we split them into 2 different systems.
As a developer I want to be able to create Particles/Effects that are composed of a Animation or a single Sprite to be Displayed for some time and then disappear.
For Now, a particle can be a simple abstract Class that may look like this:
We can have another Particle called ParticleEffect/Effect that extends the Particle class and just shows an Animation and then dies.
Maybe we can have something like an Particle Emitter that creates Particle instances using the spawnFunction.