use super::{circle_edge_outside, random_color};
use crate::gui::effect::PresetEffectOptions;
use crate::gui::effect::particle::Particle;
use rand::Rng;
use std::f32::consts::PI;
pub fn spawn(pos: f32, options: &PresetEffectOptions, width: f32, height: f32) -> Particle {
let gap = rand::rng().random_range(5.0..30.0);
let (x, y) = circle_edge_outside(pos, width, height, gap);
let angle = pos * 2.0 * PI;
let tangent_x = -angle.sin();
let tangent_y = angle.cos();
let speed = rand::rng().random_range(10.0..30.0) * options.speed;
let vx = tangent_x * speed;
let vy = tangent_y * speed;
let color = if options.particle_colors.is_empty() {
let hue = rand::rng().random_range(0.0..1.0);
match (hue * 4.0) as i32 {
0 => [0.3, 1.0, 0.5, 1.0], 1 => [0.4, 0.8, 1.0, 1.0], 2 => [0.6, 0.4, 1.0, 1.0], _ => [1.0, 0.5, 0.8, 1.0], }
} else {
random_color(options)
};
let (size_min, size_max) = options.particle_size;
let size = rand::rng().random_range(size_min * 0.5..size_max * 0.8).max(4.0);
let lifetime = rand::rng().random_range(2.0..4.0) / options.speed;
let mut particle = Particle::new(x, y)
.with_size(size)
.with_color(color)
.with_velocity(vx, vy)
.with_lifetime(lifetime);
particle.custom = pos;
particle
}
pub fn update(
particle: &mut Particle,
dt: f32,
time: f32,
options: &PresetEffectOptions,
width: f32,
height: f32,
) {
let cx = width / 2.0;
let cy = height / 2.0;
let circle_radius = width.min(height) / 2.0;
particle.update(dt);
let wave_offset = (time * 2.0 * options.speed + particle.custom * PI * 2.0).sin() * 10.0;
let px = particle.position.0 - cx;
let py = particle.position.1 - cy;
let pdist = (px * px + py * py).sqrt();
let min_dist = circle_radius + 8.0 + wave_offset.max(0.0);
let max_dist = circle_radius + 40.0 + wave_offset;
if pdist < min_dist && pdist > 0.001 {
let push_x = px / pdist;
let push_y = py / pdist;
particle.position.0 = cx + push_x * min_dist;
particle.position.1 = cy + push_y * min_dist;
} else if pdist > max_dist && pdist > 0.001 {
let push_x = px / pdist;
let push_y = py / pdist;
particle.position.0 = cx + push_x * max_dist;
particle.position.1 = cy + push_y * max_dist;
}
let pulse = (time * 1.5 + particle.custom * 3.0).sin() * 0.3 + 0.7;
let age = particle.age();
particle.alpha = (pulse * (1.0 - age * 0.5)).max(0.3);
}