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