using System; using System.Collections.Generic; using System.Linq; using System.Text; using OpenRa.Graphics; using OpenRa.Traits; namespace OpenRa.Effects { class TeslaZap : IEffect { readonly int2 from, to; readonly Sequence tesla; int timeUntilRemove = 2; // # of frames public TeslaZap( int2 from, int2 to ) { this.from = from; this.to = to; this.tesla = SequenceProvider.GetSequence( "litning", "bright" ); } public void Tick() { if( timeUntilRemove <= 0 ) Game.world.AddFrameEndTask( w => w.Remove( this ) ); --timeUntilRemove; } public IEnumerable Render() { 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 ); else return DrawZap( from, to, tesla ); } static IEnumerable DrawZap( int2 from, int2 to, Sequence tesla ) { int2 d = to - from; if( d.X < 8 ) { var prev = new int2( 0, 0 ); var y = d.Y; while( y >= prev.Y + 8 ) { yield return new Renderable( tesla.GetSprite( 2 ), (float2)( from + prev - new int2( 0, 8 ) ), 0 ); prev.Y += 8; } } else { var prev = new int2( 0, 0 ); for( int i = 1 ; i < d.X ; i += 8 ) { 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)), 0); prev.Y -= 8; while( y <= prev.Y - 8 ) { yield return new Renderable(tesla.GetSprite(2), (float2)(from + prev - new int2(0, 16)), 0); prev.Y -= 8; } } else if( y >= prev.Y + 8 ) { yield return new Renderable(tesla.GetSprite(0), (float2)(from + prev - new int2(8, 8)), 0); prev.Y += 8; while( y >= prev.Y + 8 ) { yield return new Renderable(tesla.GetSprite(2), (float2)(from + prev - new int2(0, 8)), 0); prev.Y += 8; } } else yield return new Renderable(tesla.GetSprite(1), (float2)(from + prev - new int2(8, 8)), 0); prev.X += 8; } } } } }