fixing bullet offset

This commit is contained in:
Chris Forbes
2009-10-19 21:59:31 +13:00
parent 670df0f7e1
commit 451fdc1615

View File

@@ -1,63 +1,64 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.GameRules;
using IjwFramework.Types;
using OpenRa.Game.Graphics;
namespace OpenRa.Game
{
class Bullet
{
public readonly Player Owner;
readonly Actor FiredBy;
readonly WeaponInfo Weapon;
readonly ProjectileInfo Projectile;
readonly WarheadInfo Warhead;
readonly int2 Src;
readonly int2 Dest;
int t = 0;
Animation anim;
const int BaseBulletSpeed = 100; /* pixels / 40ms frame */
/* src, dest are *pixel* coords */
public Bullet(string weapon, Player owner, Actor firedBy,
int2 src, int2 dest, Game game)
{
Owner = owner;
FiredBy = firedBy;
Src = src;
Dest = dest;
Weapon = Rules.WeaponInfo[weapon];
Projectile = Rules.ProjectileInfo[Weapon.Projectile];
Warhead = Rules.WarheadInfo[Weapon.Warhead];
anim = new Animation(Projectile.Image);
anim.PlayRepeating("idle");
}
int TotalTime() { return (Dest - Src).Length * BaseBulletSpeed / Weapon.Speed; }
public void Tick(Game game, int dt)
{
if (t == 0)
game.PlaySound(Weapon.Report + ".aud", false);
t += dt;
//if (t > TotalTime())
// t = 0; /* temporary! loop the bullet forever */
}
public IEnumerable<Pair<Sprite, float2>> Render()
{
yield return Pair.New(anim.Image,
float2.Lerp(
Src.ToFloat2(),
Dest.ToFloat2(),
(float)t / TotalTime()));
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.GameRules;
using IjwFramework.Types;
using OpenRa.Game.Graphics;
namespace OpenRa.Game
{
class Bullet
{
public readonly Player Owner;
readonly Actor FiredBy;
readonly WeaponInfo Weapon;
readonly ProjectileInfo Projectile;
readonly WarheadInfo Warhead;
readonly int2 Src;
readonly int2 Dest;
int t = 0;
Animation anim;
const int BaseBulletSpeed = 100; /* pixels / 40ms frame */
/* src, dest are *pixel* coords */
public Bullet(string weapon, Player owner, Actor firedBy,
int2 src, int2 dest, Game game)
{
Owner = owner;
FiredBy = firedBy;
Src = src;
Dest = dest;
Weapon = Rules.WeaponInfo[weapon];
Projectile = Rules.ProjectileInfo[Weapon.Projectile];
Warhead = Rules.WarheadInfo[Weapon.Warhead];
anim = new Animation(Projectile.Image);
anim.PlayRepeating("idle");
}
int TotalTime() { return (Dest - Src).Length * BaseBulletSpeed / Weapon.Speed; }
public void Tick(Game game, int dt)
{
if (t == 0)
game.PlaySound(Weapon.Report + ".aud", false);
t += dt;
if (t > TotalTime()) /* remove finished bullets */
game.world.AddFrameEndTask(w => w.Remove(this));
}
public IEnumerable<Pair<Sprite, float2>> Render()
{
yield return Pair.New(anim.Image,
float2.Lerp(
Src.ToFloat2(),
Dest.ToFloat2(),
(float)t / TotalTime()) - 0.5f * anim.Image.size);
}
}
}