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#include "game.hpp"
namespace game {
effect_t::effect_t(state_t *game_) : world::entity_t(ET_EFFECT)
{
game = game_;
}
fx_tracer_t::fx_tracer_t(state_t *game_, v2f_t x0_, v2f_t x1_) : effect_t(game_)
{
ttl = game->now + 0.07;
x0 = x0_;
x1 = x1_;
render_bounds[0] = x0;
render_bounds[1] = x1;
render_bounds = render_bounds.norm();
cmodel.bounds = render_bounds;
cmodel.cflags = 0;
}
void fx_tracer_t::render_to(render::state_t *render)
{
v2f_t x0l, x1l;
float t;
t = 1.0f - (ttl - game->now) / 0.07f * 0.7f;
x0l[0] = lerp(x0[0], x1[0], t);
x0l[1] = lerp(x0[1], x1[1], t);
x1l[0] = lerp(x0[0], x1[0], t + 0.3f);
x1l[1] = lerp(x0[1], x1[1], t + 0.3f);
render->render_line(x0l, x1l, sf::Color::Yellow);
}
fx_blood_t::fx_blood_t(state_t *game_, v2f_t x_, bool alien_) : effect_t(game_)
{
ttl = game->now + 0.3f;
x = x_;
alien = alien_;
render_bounds[0] = x - v2f_t(0.2, 0.2);
render_bounds[1] = x + v2f_t(0.2, 0.2);
cmodel.bounds = render_bounds;
cmodel.cflags = 0;
}
void fx_blood_t::render_to(render::state_t *render)
{
double phase;
sf::Color color;
phase = (game->now - ttl) / 0.3 + 1;
if (alien)
color = sf::Color::Green;
else
color = sf::Color::Red;
render->render(phase, &assets::fx.blood, render_bounds, color);
}
} // namespace game
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