registerShakeEffect and time expiring shaking

This commit is contained in:
alzeih
2010-02-27 16:37:09 +13:00
parent 9cecf8e8ab
commit d66ff356ed

View File

@@ -1,6 +1,8 @@
using System; using System;
using OpenRa.Traits; using OpenRa.Traits;
using System.Collections.Generic;
using OpenRa.FileFormats;
namespace OpenRa.Traits namespace OpenRa.Traits
{ {
@@ -12,26 +14,57 @@ namespace OpenRa.Traits
public class ScreenShaker : ITick public class ScreenShaker : ITick
{ {
int ticks = 0; int ticks = 0;
static List<Tuple<int, float2, int>> shakeEffects = new List<Tuple<int, float2, int>>();
public ScreenShaker (Actor self){} public ScreenShaker (Actor self){}
public void Tick (Actor self) public void Tick (Actor self)
{ {
Game.viewport.Scroll(getScrollOffset()); Game.viewport.Scroll(getScrollOffset());
updateList();
ticks++; ticks++;
} }
//public void registerShakeEffect(float2 position, int time) private void updateList()
//{ {
//} var toRemove = new List<Tuple<int, float2, int>>();
for (int i = 0; i < shakeEffects.Count; i++){
var tuple = shakeEffects[i];
tuple.a = tuple.a - 1;
shakeEffects[i] = tuple;
if (tuple.a == 0)
toRemove.Add(tuple);
}
foreach(Tuple<int, float2, int> t in toRemove){
shakeEffects.Remove(t);
}
}
public static void registerShakeEffect(int time, float2 position, int intensity)
{
shakeEffects.Add(Tuple.New<int, float2, int>(time, position, intensity));
}
public float2 getScrollOffset() public float2 getScrollOffset()
{ {
int xFreq = 4; int xFreq = 4;
int yFreq = 5; int yFreq = 5;
int intensity = 3;
return intensity * new float2( (float) Math.Sin((ticks*2*Math.PI)/xFreq) , (float) Math.Cos((ticks*2*Math.PI)/yFreq)); return getIntensity() * new float2( (float) Math.Sin((ticks*2*Math.PI)/xFreq) , (float) Math.Cos((ticks*2*Math.PI)/yFreq));
}
public float getIntensity()
{
float intensity = 0;
foreach(Tuple<int, float2, int> tuple in shakeEffects)
{
intensity += (24*24*100*tuple.c)/( (tuple.b.X - Game.viewport.Location.X) * (tuple.b.X - Game.viewport.Location.X)
+ (tuple.b.Y - Game.viewport.Location.Y) * (tuple.b.Y - Game.viewport.Location.Y) );
}
return Math.Min(intensity, 10);
} }
} }