Fix: lowert GPU consumption due to particles
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@@ -1,10 +1,10 @@
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package it.polimi.ingsw.gc14.View.GUI;
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import javafx.animation.AnimationTimer;
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import javafx.scene.canvas.Canvas;
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import javafx.scene.canvas.GraphicsContext;
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import javafx.scene.paint.Color;
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import javafx.scene.Scene;
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import javafx.scene.layout.Pane;
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import javafx.scene.paint.Color;
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import javafx.scene.shape.Circle;
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import java.util.ArrayList;
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import java.util.Iterator;
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@@ -13,31 +13,35 @@ import java.util.Random;
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public class FireParticleSystem {
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private static final int MAX_PARTICLES = 20;
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private static final long SPAWN_INTERVAL_NS = 100_000_000L; // ~10 spawns/sec
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private static final int MAX_PARTICLES = 30;
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private static final long SPAWN_INTERVAL_NS = 1_00_000_000L;
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private static final long FRAME_INTERVAL_NS = 1_000_000_000L / 30; // 30 fps cap
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private static final int STEPS_PER_FRAME = 3; // physics steps per frame → 3× speed
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private final Canvas canvas;
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private final Pane pane;
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private final Scene scene;
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private final List<Particle> particles = new ArrayList<>();
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private final Random rnd = new Random();
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private AnimationTimer timer;
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private long lastSpawn = 0;
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private long lastFrame = 0;
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private boolean warmedUp = false;
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public FireParticleSystem(Scene scene) {
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canvas = new Canvas();
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canvas.widthProperty().bind(scene.widthProperty());
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canvas.heightProperty().bind(scene.heightProperty());
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canvas.setMouseTransparent(true);
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this.scene = scene;
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pane = new Pane();
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pane.setMouseTransparent(true);
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pane.setPickOnBounds(false);
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}
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public Canvas getCanvas() {
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return canvas;
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}
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public Pane getPane() { return pane; }
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public void start() {
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timer = new AnimationTimer() {
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@Override
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public void handle(long now) {
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if (now - lastFrame < FRAME_INTERVAL_NS) return;
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lastFrame = now;
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tick(now);
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}
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};
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@@ -49,100 +53,107 @@ public class FireParticleSystem {
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}
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private void tick(long now) {
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double w = canvas.getWidth();
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double h = canvas.getHeight();
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double w = scene.getWidth();
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double h = scene.getHeight();
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if (w == 0 || h == 0) return;
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if (!warmedUp) {
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warmedUp = true;
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// Pre-populate: spawn a full batch and advance each particle a random
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// number of frames so they're spread across the screen from frame 1.
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for (int i = 0; i < MAX_PARTICLES; i++) {
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Particle p = spawnParticle(w, h);
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int advance = rnd.nextInt(800) + 100; // 100-900 frames ahead
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int advance = rnd.nextInt(800) + 100;
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for (int f = 0; f < advance; f++) p.update();
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if (!p.isDead(w, h)) particles.add(p);
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if (!p.isDead(w, h)) {
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p.addTo(pane);
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p.updateVisual(w, h);
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particles.add(p);
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}
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}
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}
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if (now - lastSpawn > SPAWN_INTERVAL_NS && particles.size() < MAX_PARTICLES) {
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lastSpawn = now;
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int count = rnd.nextInt(2) + 1; // 1-2 per spawn
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int count = rnd.nextInt(2) + 1;
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for (int i = 0; i < count && particles.size() < MAX_PARTICLES; i++) {
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particles.add(spawnParticle(w, h));
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Particle p = spawnParticle(w, h);
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p.addTo(pane);
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particles.add(p);
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}
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}
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GraphicsContext gc = canvas.getGraphicsContext2D();
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gc.clearRect(0, 0, w, h);
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Iterator<Particle> it = particles.iterator();
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while (it.hasNext()) {
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Particle p = it.next();
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p.update();
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for (int s = 0; s < STEPS_PER_FRAME; s++) p.update();
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if (p.isDead(w, h)) {
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p.removeFrom(pane);
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it.remove();
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} else {
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p.draw(gc, w, h);
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p.updateVisual(w, h);
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}
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}
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}
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private Particle spawnParticle(double w, double h) {
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// One of 4 corners, with a small random offset inside the corner area
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int corner = rnd.nextInt(4);
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double margin = 0.12;
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double x, y;
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switch (corner) {
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case 0 -> { x = rnd.nextDouble() * w * margin; y = h - rnd.nextDouble() * h * margin; } // bottom-left
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case 1 -> { x = w - rnd.nextDouble() * w * margin; y = h - rnd.nextDouble() * h * margin; } // bottom-right
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case 2 -> { x = rnd.nextDouble() * w * margin; y = rnd.nextDouble() * h * margin; } // top-left
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default -> { x = w - rnd.nextDouble() * w * margin; y = rnd.nextDouble() * h * margin; } // top-right
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case 0 -> { x = rnd.nextDouble() * w * margin; y = h - rnd.nextDouble() * h * margin; }
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case 1 -> { x = w - rnd.nextDouble() * w * margin; y = h - rnd.nextDouble() * h * margin; }
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case 2 -> { x = rnd.nextDouble() * w * margin; y = rnd.nextDouble() * h * margin; }
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default -> { x = w - rnd.nextDouble() * w * margin; y = rnd.nextDouble() * h * margin; }
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}
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return new Particle(x, y, w, h, corner, rnd);
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}
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// ── Particle ──────────────────────────────────────────────────────────────
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private static class Particle {
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double x, y;
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double vx, vy;
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double life; // only sparks use this for burnout
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double x, y, vx, vy;
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double life;
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double size;
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double wobblePhase;
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double wobbleSpeed;
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double wobbleAmp;
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double wobblePhase, wobbleSpeed, wobbleAmp;
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final int type;
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final Random rnd;
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final Circle core;
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final Circle glow; // non-null only for embers
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Particle(double x, double y, double w, double h, int corner, Random rnd) {
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this.x = x;
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this.y = y;
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this.life = 1.0;
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this.rnd = rnd;
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this.type = weightedType(rnd);
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// Direction: roughly toward the opposite corner, with angular spread
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double targetX = (corner == 0 || corner == 2) ? w * 0.75 : w * 0.25;
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double targetY = (corner == 0 || corner == 1) ? h * 0.25 : h * 0.75;
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double dx = targetX - x;
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double dy = targetY - y;
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double len = Math.sqrt(dx * dx + dy * dy);
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double baseAngle = Math.atan2(dy, dx);
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double spread = Math.PI / 3.5; // ~51 degree spread
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double angle = baseAngle + (rnd.nextDouble() - 0.5) * spread;
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double baseAngle = Math.atan2(targetY - y, targetX - x);
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double angle = baseAngle + (rnd.nextDouble() - 0.5) * (Math.PI / 3.5);
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double speed;
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if (type == 0) { // ember
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speed = 0.5 + rnd.nextDouble() * 0.7;
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size = rnd.nextDouble() * 3 + 2;
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glow = new Circle(size * 2.2);
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core = new Circle(size / 2);
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} else if (type == 1) { // spark
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speed = 1.5 + rnd.nextDouble() * 2.0;
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size = rnd.nextDouble() * 1.5 + 0.5;
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glow = null;
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core = new Circle(size / 2);
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} else { // dust
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speed = 0.2 + rnd.nextDouble() * 0.35;
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size = rnd.nextDouble() * 8 + 5;
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glow = null;
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core = new Circle(size);
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core.setFill(Color.color(0.55, 0.38, 0.22));
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}
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vx = Math.cos(angle) * speed;
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vy = Math.sin(angle) * speed;
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wobblePhase = rnd.nextDouble() * Math.PI * 2;
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wobbleSpeed = 0.025 + rnd.nextDouble() * 0.04;
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wobbleAmp = 0.1 + rnd.nextDouble() * 0.4;
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@@ -155,47 +166,58 @@ public class FireParticleSystem {
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return 2;
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}
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void addTo(Pane pane) {
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if (glow != null) pane.getChildren().add(glow);
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pane.getChildren().add(core);
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}
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void removeFrom(Pane pane) {
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pane.getChildren().remove(core);
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if (glow != null) pane.getChildren().remove(glow);
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}
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void update() {
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wobblePhase += wobbleSpeed;
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vx += Math.sin(wobblePhase) * wobbleAmp * 0.05;
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vy += Math.cos(wobblePhase) * wobbleAmp * 0.02;
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x += vx;
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y += vy;
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if (type == 1) life -= 0.008 + Math.random() * 0.006;
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if (type == 1) life -= 0.008 + rnd.nextDouble() * 0.006;
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}
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boolean isDead(double w, double h) {
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double pad = size * 4;
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boolean offScreen = x < -pad || x > w + pad || y < -pad || y > h + pad;
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return offScreen || (type == 1 && life <= 0);
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return x < -pad || x > w + pad || y < -pad || y > h + pad
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|| (type == 1 && life <= 0);
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}
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void draw(GraphicsContext gc, double w, double h) {
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// Fade only within 5% of any edge
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void updateVisual(double w, double h) {
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double edge = Math.min(w, h) * 0.05;
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double fadeX = Math.min(x / edge, Math.min((w - x) / edge, 1.0));
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double fadeY = Math.min(y / edge, Math.min((h - y) / edge, 1.0));
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double posAlpha = Math.max(0, Math.min(fadeX, fadeY));
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double lifeAlpha = (type == 1) ? Math.min(life * 2.0, 1.0) : 1.0;
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double alpha = posAlpha * lifeAlpha;
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if (alpha <= 0.01) return;
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if (type == 0) { // ember: orange, glows
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core.setTranslateX(x);
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core.setTranslateY(y);
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if (type == 0) {
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double dist = Math.sqrt((x - w/2) * (x - w/2) + (y - h/2) * (y - h/2));
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double hotness = Math.max(0, 1.0 - dist / (Math.sqrt(w * w + h * h) * 0.4));
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double g = 0.3 + hotness * 0.5;
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gc.setFill(Color.color(1.0, g * 0.35, 0.0, alpha * 0.10));
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gc.fillOval(x - size * 2.2, y - size * 2.2, size * 4.4, size * 4.4);
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gc.setFill(Color.color(1.0, g, 0.0, alpha * 0.88));
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gc.fillOval(x - size / 2, y - size / 2, size, size);
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} else if (type == 1) { // spark: white-yellow
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core.setFill(Color.color(1.0, g, 0.0));
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core.setOpacity(alpha * 0.88);
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glow.setTranslateX(x);
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glow.setTranslateY(y);
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glow.setFill(Color.color(1.0, g * 0.35, 0.0));
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glow.setOpacity(alpha * 0.10);
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} else if (type == 1) {
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double brightness = Math.min(life * 2.5, 1.0);
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gc.setFill(Color.color(1.0, brightness * 0.85 + 0.15, brightness * 0.15, alpha));
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gc.fillOval(x - size / 2, y - size / 2, size, size);
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} else { // dust: gray-brown translucent
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gc.setFill(Color.color(0.55, 0.38, 0.22, alpha * 0.20));
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gc.fillOval(x - size, y - size * 0.5, size * 2, size);
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core.setFill(Color.color(1.0, brightness * 0.85 + 0.15, brightness * 0.15));
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core.setOpacity(alpha);
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} else {
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core.setOpacity(alpha * 0.20);
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}
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}
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}
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@@ -106,7 +106,7 @@ public class GUI extends Application implements IView {
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wrapScene(leaderboardScene);
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FireParticleSystem fireParticles = new FireParticleSystem(mainScene);
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((StackPane) mainScene.getRoot()).getChildren().add(fireParticles.getCanvas());
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((StackPane) mainScene.getRoot()).getChildren().add(fireParticles.getPane());
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fireParticles.start();
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primaryStage.setScene(loginScene);
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