Files
OpenRA/OpenRa.Game/Bullet.cs

75 lines
1.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.GameRules;
using IjwFramework.Types;
using OpenRa.Game.Graphics;
namespace OpenRa.Game
{
interface IEffect
{
void Tick();
IEnumerable<Pair<Sprite, float2>> Render();
Player Owner { get; }
}
class Bullet : IEffect
{
public Player Owner { get; private set; }
readonly Actor FiredBy;
readonly WeaponInfo Weapon;
readonly ProjectileInfo Projectile;
readonly WarheadInfo Warhead;
readonly int2 Src;
readonly int2 Dest;
int t = 0;
Animation anim;
const int BaseBulletSpeed = 100; /* pixels / 40ms frame */
/* src, dest are *pixel* coords */
public Bullet(string weapon, Player owner, Actor firedBy,
int2 src, int2 dest)
{
Owner = owner;
FiredBy = firedBy;
Src = src;
Dest = dest;
Weapon = Rules.WeaponInfo[weapon];
Projectile = Rules.ProjectileInfo[Weapon.Projectile];
Warhead = Rules.WarheadInfo[Weapon.Warhead];
anim = new Animation(Projectile.Image);
anim.PlayRepeating("idle");
}
int TotalTime() { return (Dest - Src).Length * BaseBulletSpeed / Weapon.Speed; }
public void Tick()
{
if (t == 0)
Game.PlaySound(Weapon.Report + ".aud", false);
t += 40;
if (t > TotalTime()) /* remove finished bullets */
{
Game.world.AddFrameEndTask(w => w.Remove(this));
Game.world.AddFrameEndTask(w => w.Add(new Explosion(Dest)));
}
}
public IEnumerable<Pair<Sprite, float2>> Render()
{
yield return Pair.New(anim.Image,
float2.Lerp(
Src.ToFloat2(),
Dest.ToFloat2(),
(float)t / TotalTime()) - 0.5f * anim.Image.size);
}
}
}