#include "game.hpp" namespace game { static const struct { render::animated_texture_t *texture; v2f_t mins, maxs; world::cflags_t cflags; v2f_t render_mins, render_maxs; double fps; } decos[ ] = { { &assets::deco.stone, {-0.4f, +0.1f}, {+0.4f, +0.4f}, CF_SOLID, {-0.4f, -0.4f}, {+0.4f, +0.4f}, 0.0 }, { &assets::deco.stone, {-0.2f, +0.1f}, {+0.2f, +0.2f}, CF_SOLID, {-0.2f, -0.2f}, {+0.2f, +0.2f}, 0.0 }, { &assets::deco.eyething, {-0.4f, +0.1f}, {+0.4f, +0.4f}, CF_SOLID, {-0.4f, -1.2f}, {+0.4f, +0.4f}, 0.3 } }; deco_t::deco_t(game::state_t *game_, deco_type_t type_) : entity_t(ET_DECO) { game = game_; type = type_; } void deco_t::spawn(world::world_t *world, v2f_t x) { v2f_t center, offset; offset[0] = world->perlin.get(x, 0.17331f); offset[1] = world->perlin.get(x, 0.19571f); center = x + v2f_t(0.5f, 0.5f) + offset.norm() * 0.1; cmodel.bounds[0] = center + decos[type].mins; cmodel.bounds[1] = center + decos[type].maxs; cmodel.cflags = decos[type].cflags; render_bounds[0] = center + decos[type].render_mins; render_bounds[1] = center + decos[type].render_maxs; link(world); } void deco_t::render_to(render::state_t *render) { render->render(game->now * decos[type].fps + phase_shift, decos[type].texture, render_bounds, sf::Color::White); } } // namespace game