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@ -179,6 +179,7 @@ pub struct ParticleTrail {
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particles: Vec<ParticleData>,
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previous_cursor_dest: Point,
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trail_mode: TrailMode,
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rng: RngState,
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}
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impl ParticleTrail {
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@ -187,6 +188,7 @@ impl ParticleTrail {
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particles: vec![],
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previous_cursor_dest: Point::new(0.0, 0.0),
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trail_mode: trail_mode.clone(),
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rng: RngState::new(),
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}
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}
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@ -236,8 +238,6 @@ impl CursorVfx for ParticleTrail {
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let prev_p = self.previous_cursor_dest;
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let mut rng = RngState::new();
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for i in 0..particle_count {
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let t = i as f32 / (particle_count as f32);
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@ -246,9 +246,9 @@ impl CursorVfx for ParticleTrail {
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let phase = t * 60.0; // TODO -- Hardcoded spiral curl
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Point::new(phase.sin(), phase.cos()) * 20.0 // TODO -- Hardcoded spiral outward speed
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}
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TrailMode::Torpedo => rng.rand_dir_normalized() * 10.0, // TODO -- Hardcoded particle speed
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TrailMode::Torpedo => self.rng.rand_dir_normalized() * 10.0, // TODO -- Hardcoded particle speed
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TrailMode::PixieDust => {
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let base_dir = rng.rand_dir_normalized();
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let base_dir = self.rng.rand_dir_normalized();
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let dir = Point::new(base_dir.x * 0.5, 0.4 + base_dir.y.abs());
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dir * 30.0 // TODO -- hardcoded particle speed
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}
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@ -259,7 +259,7 @@ impl CursorVfx for ParticleTrail {
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// Distribute particles along the travel distance, with a random offset to make it
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// look random
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let pos = prev_p + travel * rng.next_f32();
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let pos = prev_p + travel * self.rng.next_f32();
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self.add_particle(pos, speed, t * settings.vfx_particle_lifetime);
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}
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