Files
OpenRA/OpenRA.Mods.RA/Effects/LaserZap.cs
2011-09-26 08:40:39 +13:00

97 lines
2.4 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Effects
{
class LaserZapInfo : IProjectileInfo
{
public readonly int BeamRadius = 1;
public readonly int BeamDuration = 10;
public readonly bool UsePlayerColor = false;
public readonly Color Color = Color.Red;
public readonly string Explosion = "laserfire";
public IEffect Create(ProjectileArgs args)
{
var c = UsePlayerColor ? args.firedBy.Owner.ColorRamp.GetColor(0) : Color;
return new LaserZap(args, this, c);
}
}
class LaserZap : IEffect
{
ProjectileArgs args;
LaserZapInfo info;
int ticks = 0;
Color color;
bool doneDamage;
Animation explosion;
public LaserZap(ProjectileArgs args, LaserZapInfo info, Color color)
{
this.args = args;
this.info = info;
this.color = color;
if (info.Explosion != null)
this.explosion = new Animation(info.Explosion);
}
public void Tick(World world)
{
// Beam tracks target
if (args.target.IsValid)
args.dest = args.target.CenterLocation;
if (!doneDamage)
{
if (explosion != null)
explosion.PlayThen("idle",
() => world.AddFrameEndTask(w => w.Remove(this)));
Combat.DoImpacts(args);
doneDamage = true;
}
++ticks;
if (explosion != null)
explosion.Tick();
else
if (ticks >= info.BeamDuration)
world.AddFrameEndTask(w => w.Remove(this));
}
public IEnumerable<Renderable> Render()
{
if (explosion != null)
yield return new Renderable(explosion.Image,
args.dest - .5f * explosion.Image.size, "effect", (int)args.dest.Y);
if (ticks >= info.BeamDuration)
yield break;
var rc = Color.FromArgb((info.BeamDuration - ticks)*255/info.BeamDuration, color);
var dir = 1.0f/(args.src - args.dest).Length*(args.src - args.dest).ToFloat2();
var norm = new float2(-dir.Y, dir.X);
var wlr = Game.Renderer.WorldLineRenderer;
for (int i = -info.BeamRadius; i < info.BeamRadius; i++)
wlr.DrawLine(args.src + i * norm, args.dest + i * norm, rc, rc);
}
}
}