multipath lightning - shows up some flaws in the lightning code, though

This commit is contained in:
Chris Forbes
2010-05-25 20:23:50 +12:00
parent e8829f8e92
commit fcea5bd2f0

View File

@@ -19,9 +19,10 @@
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.GameRules;
namespace OpenRA.Effects
{
@@ -33,14 +34,21 @@ namespace OpenRA.Effects
class TeslaZap : IEffect
{
readonly ProjectileArgs Args;
readonly Sequence tesla;
int timeUntilRemove = 2; // # of frames
bool doneDamage = false;
const int numZaps = 3;
readonly List<Renderable> renderables = new List<Renderable>();
public TeslaZap(TeslaZapInfo info, ProjectileArgs args)
{
Args = args;
tesla = SequenceProvider.GetSequence("litning", "bright");
var bright = SequenceProvider.GetSequence("litning", "bright");
var dim = SequenceProvider.GetSequence("litning", "dim");
for (var n = 0; n < numZaps; n++)
renderables.AddRange(DrawZapWandering(args.src, args.dest, n == numZaps - 1 ? bright : dim));
}
public void Tick( World world )
@@ -56,20 +64,45 @@ namespace OpenRA.Effects
}
}
public IEnumerable<Renderable> Render()
{
var from = Args.src;
var to = Args.dest;
public IEnumerable<Renderable> Render() { return renderables; }
if( from.X < to.X )
return DrawZap( from, to, tesla );
else if( from.X > to.X || from.Y > to.Y )
return DrawZap( to, from, tesla );
static IEnumerable<Renderable> DrawZapWandering(int2 from, int2 to, Sequence s)
{
var dist = to - from;
var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X);
var renderables = new List<Renderable>();
if (Game.CosmeticRandom.Next(2) != 0)
{
var p1 = from + (1 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
var p2 = from + (2 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
renderables.AddRange(DrawZap(from, p1.ToInt2(), s));
renderables.AddRange(DrawZap(p1.ToInt2(), p2.ToInt2(), s));
renderables.AddRange(DrawZap(p2.ToInt2(), to, s));
}
else
return DrawZap( from, to, tesla );
{
var p1 = from + (1 / 2f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
renderables.AddRange(DrawZap(from, p1.ToInt2(), s));
renderables.AddRange(DrawZap(p1.ToInt2(), to, s));
}
return renderables;
}
static IEnumerable<Renderable> DrawZap( int2 from, int2 to, Sequence tesla )
static IEnumerable<Renderable> DrawZap(int2 from, int2 to, Sequence s)
{
if (from.X < to.X)
return DrawZapInner(from, to, s);
else if (from.X > to.X || from.Y > to.Y)
return DrawZapInner(to, from, s);
else
return DrawZapInner(from, to, s);
}
static IEnumerable<Renderable> DrawZapInner( int2 from, int2 to, Sequence s )
{
int2 d = to - from;
if( d.X < 8 )
@@ -78,7 +111,7 @@ namespace OpenRA.Effects
var y = d.Y;
while( y >= prev.Y + 8 )
{
yield return new Renderable( tesla.GetSprite( 2 ), (float2)( from + prev - new int2( 0, 8 ) ), "effect");
yield return new Renderable( s.GetSprite( 2 ), (float2)( from + prev - new int2( 0, 8 ) ), "effect");
prev.Y += 8;
}
}
@@ -90,26 +123,26 @@ namespace OpenRA.Effects
var y = i * d.Y / d.X;
if( y <= prev.Y - 8 )
{
yield return new Renderable(tesla.GetSprite(3), (float2)(from + prev - new int2(8, 16)), "effect");
yield return new Renderable(s.GetSprite(3), (float2)(from + prev - new int2(8, 16)), "effect");
prev.Y -= 8;
while( y <= prev.Y - 8 )
{
yield return new Renderable(tesla.GetSprite(2), (float2)(from + prev - new int2(0, 16)), "effect");
yield return new Renderable(s.GetSprite(2), (float2)(from + prev - new int2(0, 16)), "effect");
prev.Y -= 8;
}
}
else if( y >= prev.Y + 8 )
{
yield return new Renderable(tesla.GetSprite(0), (float2)(from + prev - new int2(8, 8)), "effect");
yield return new Renderable(s.GetSprite(0), (float2)(from + prev - new int2(8, 8)), "effect");
prev.Y += 8;
while( y >= prev.Y + 8 )
{
yield return new Renderable(tesla.GetSprite(2), (float2)(from + prev - new int2(0, 8)), "effect");
yield return new Renderable(s.GetSprite(2), (float2)(from + prev - new int2(0, 8)), "effect");
prev.Y += 8;
}
}
else
yield return new Renderable(tesla.GetSprite(1), (float2)(from + prev - new int2(8, 8)), "effect");
yield return new Renderable(s.GetSprite(1), (float2)(from + prev - new int2(8, 8)), "effect");
prev.X += 8;
}