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@ -118,8 +118,8 @@ impl ParticleTrail {
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}
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}
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const PARTICLE_DENSITY: f32 = 0.05; // TODO - density should be based on font size too
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const PARTICLE_LIFETIME: f32 = 1.0;
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const PARTICLE_DENSITY: f32 = 0.008;
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const PARTICLE_LIFETIME: f32 = 1.2;
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impl CursorVFX for ParticleTrail {
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fn update(&mut self, current_cursor_dest: Point, dt: f32) -> bool {
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@ -135,6 +135,7 @@ impl CursorVFX for ParticleTrail {
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}
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}
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// Update particle positions
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for i in 0..self.particles.len() {
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let particle = &mut self.particles[i];
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particle.pos += particle.speed * dt;
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@ -144,17 +145,20 @@ impl CursorVFX for ParticleTrail {
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if current_cursor_dest != self.previous_cursor_dest {
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let travel = current_cursor_dest - self.previous_cursor_dest;
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let travel_distance = travel.length();
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let particle_count = (travel_distance * PARTICLE_DENSITY) as usize;
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// Increase amount of particles when cursor travels further
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// TODO -- particle count should not depend on font size
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let particle_count = (travel_distance.powf(1.5) * PARTICLE_DENSITY) as usize;
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let prev_p = self.previous_cursor_dest;
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for i in 0..particle_count {
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let t = i as f32 / (particle_count as f32 - 1.0);
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let rand_seed = t * std::f32::consts::E * 20.0;
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let rand = Point::new(rand_seed.sin(), rand_seed.cos());
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let phase = t * 60.0;
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let rand = Point::new(phase.sin(), phase.cos());
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let pos = prev_p + travel * (t + 0.3 * rand.x / particle_count as f32);
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self.add_particle(pos, rand * 10.0, t * PARTICLE_LIFETIME);
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self.add_particle(pos, rand * 20.0, t * PARTICLE_LIFETIME);
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}
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self.previous_cursor_dest = current_cursor_dest;
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@ -164,7 +168,7 @@ impl CursorVFX for ParticleTrail {
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!self.particles.is_empty()
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}
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fn restart(&mut self, position: Point) {}
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fn restart(&mut self, _position: Point) {}
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fn render(&self, canvas: &mut Canvas, cursor: &Cursor, colors: &Colors, font_size: (f32, f32)) {
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let mut paint = Paint::new(skulpin::skia_safe::colors::WHITE, None);
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