power bar position blending

This commit is contained in:
Chris Forbes
2010-01-04 01:00:57 +13:00
parent eebb302628
commit b2296a5014

View File

@@ -219,6 +219,9 @@ namespace OpenRa.Game
x -= 14;
}
}
float? lastPowerProvidedPos;
float? lastPowerDrainedPos;
void DrawPower()
{
@@ -234,7 +237,10 @@ namespace OpenRa.Game
var scale = 100;
while(Math.Max(Game.LocalPlayer.PowerProvided, Game.LocalPlayer.PowerDrained) >= scale) scale *= 2;
//draw bar
float2 powerTop = new float2(bottom.X, bottom.Y + (top.Y - bottom.Y) * (Game.LocalPlayer.PowerProvided / (float)scale));
var powerTopY = bottom.Y + (top.Y - bottom.Y) * (Game.LocalPlayer.PowerProvided / (float)scale);
lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerTopY), powerTopY, .3f);
float2 powerTop = new float2(bottom.X, lastPowerProvidedPos.Value);
var color = Color.LimeGreen;
if (Game.LocalPlayer.GetPowerState() == PowerState.Low)
@@ -250,9 +256,11 @@ namespace OpenRa.Game
lineRenderer.DrawLine(bottom + new float2(i, 0), powerTop + new float2(i, 0), color2, color2);
lineRenderer.Flush();
var drainedPositionY = bottom.Y + (top.Y - bottom.Y)*(Game.LocalPlayer.PowerDrained/(float) scale) - powerIndicatorSprite.size.Y /2;
lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(drainedPositionY), drainedPositionY, .3f);
//draw indicator
float2 drainedPosition = new float2(bottom.X + 2 , bottom.Y + (top.Y - bottom.Y)*(Game.LocalPlayer.PowerDrained/(float) scale) + 2 - powerIndicatorSprite.size.Y /2);
float2 drainedPosition = new float2(bottom.X + 2, lastPowerDrainedPos.Value);
buildPaletteRenderer.DrawSprite(powerIndicatorSprite, drainedPosition, PaletteType.Chrome);
buildPaletteRenderer.Flush();