use super::{circle_edge_outside, outward_direction, random_color};
use crate::gui::effect::PresetEffectOptions;
use crate::gui::effect::particle::Particle;
use rand::Rng;
pub fn spawn(pos: f32, options: &PresetEffectOptions, width: f32, height: f32) -> Particle {
let gap = 6.0;
let (x, y) = circle_edge_outside(pos, width, height, gap);
let (dir_x, dir_y) = outward_direction(pos);
let angle_variation: f32 = rand::rng().random_range(-0.2..0.2);
let cos_v = angle_variation.cos();
let sin_v = angle_variation.sin();
let varied_dir_x = dir_x * cos_v - dir_y * sin_v;
let varied_dir_y = dir_x * sin_v + dir_y * cos_v;
let speed = rand::rng().random_range(1.0..3.0) * options.speed;
let vx = speed * varied_dir_x;
let vy = speed * varied_dir_y;
let color = random_color(options);
let lifetime = rand::rng().random_range(1.0..2.0);
let (size_min, size_max) = options.particle_size;
let size = rand::rng().random_range(size_min * 0.4..size_max * 0.8).max(3.0);
Particle::new(x, y)
.with_size(size)
.with_color(color)
.with_velocity(vx, vy)
.with_lifetime(lifetime)
}
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;
let dx = particle.position.0 - cx;
let dy = particle.position.1 - cy;
let dist = (dx * dx + dy * dy).sqrt().max(0.001);
let outward_x = dx / dist;
let outward_y = dy / dist;
let jitter_strength: f32 = 0.3 * options.speed;
let jitter_x: f32 = rand::rng().random_range(-jitter_strength..jitter_strength);
let jitter_y: f32 = rand::rng().random_range(-jitter_strength..jitter_strength);
let outward_force = 0.5 * options.speed;
particle.velocity.0 += jitter_x + outward_x * outward_force * dt;
particle.velocity.1 += jitter_y + outward_y * outward_force * dt;
particle.velocity.0 *= 0.90;
particle.velocity.1 *= 0.90;
particle.update(dt);
let px = particle.position.0 - cx;
let py = particle.position.1 - cy;
let pdist = (px * px + py * py).sqrt();
let min_dist = circle_radius + particle.size * 0.5 + 4.0;
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;
}
let life_ratio = (particle.lifetime / 0.5).min(1.0); particle.alpha = life_ratio.max(0.3); }