water palette done that way

This commit is contained in:
Chris Forbes
2009-12-23 21:08:29 +13:00
parent e4f8c28990
commit af715b4a5e
3 changed files with 33 additions and 0 deletions

View File

@@ -74,6 +74,10 @@ namespace OpenRa.Game
Game.world.Add(a); Game.world.Add(a);
} }
var worldActor = new Actor(null, new int2(int.MaxValue, int.MaxValue), null);
worldActor.traits.Add(new Traits.WaterPaletteRotation(worldActor));
Game.world.Add(worldActor);
Rules.Map.InitOreDensity(); Rules.Map.InitOreDensity();
worldRenderer = new WorldRenderer(renderer); worldRenderer = new WorldRenderer(renderer);

View File

@@ -201,6 +201,7 @@
<Compile Include="Traits\Tree.cs" /> <Compile Include="Traits\Tree.cs" />
<Compile Include="Traits\Turreted.cs" /> <Compile Include="Traits\Turreted.cs" />
<Compile Include="Traits\Unit.cs" /> <Compile Include="Traits\Unit.cs" />
<Compile Include="Traits\WaterPaletteRotation.cs" />
<Compile Include="Traits\WithShadow.cs" /> <Compile Include="Traits\WithShadow.cs" />
<Compile Include="UnitOrders.cs" /> <Compile Include="UnitOrders.cs" />
<Compile Include="Traits\Util.cs" /> <Compile Include="Traits\Util.cs" />

View File

@@ -0,0 +1,28 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
namespace OpenRa.Game.Traits
{
class WaterPaletteRotation : ITick, IPaletteModifier
{
public WaterPaletteRotation(Actor self) { }
float t = 0;
public void Tick(Actor self)
{
t += .25f;
}
public void AdjustPalette(Bitmap b)
{
var rotate = (int)t % 7;
using (var bitmapCopy = new Bitmap(b))
for (int j = 0; j < 16; j++)
for (int i = 0; i < 7; i++)
b.SetPixel(0x60 + (rotate + i) % 7, j, bitmapCopy.GetPixel(0x60 + i, j));
}
}
}