Files
OpenRA/OpenRA.Mods.RA/Effects/LaserZap.cs
2010-07-08 16:04:18 +12:00

85 lines
2.3 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using OpenRA.Effects;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Effects
{
class LaserZapInfo : IProjectileInfo
{
public readonly int BeamRadius = 1;
public readonly bool UsePlayerColor = false;
public IEffect Create(ProjectileArgs args)
{
Color c = UsePlayerColor ? args.firedBy.Owner.Color : Color.Red;
return new LaserZap(args, BeamRadius, c);
}
}
class LaserZap : IEffect
{
ProjectileArgs args;
readonly int radius;
int timeUntilRemove = 10; // # of frames
int totalTime = 10;
Color color;
bool doneDamage = false;
public LaserZap(ProjectileArgs args, int radius, Color color)
{
this.args = args;
this.color = color;
this.radius = radius;
}
public void Tick(World world)
{
if (timeUntilRemove <= 0)
world.AddFrameEndTask(w => w.Remove(this));
--timeUntilRemove;
if (!doneDamage)
{
Combat.DoImpacts(args);
doneDamage = true;
}
}
public IEnumerable<Renderable> Render()
{
int alpha = (int)((1-(float)(totalTime-timeUntilRemove)/totalTime)*255);
Color rc = Color.FromArgb(alpha,color);
float2 unit = 1.0f/(args.src - args.dest).Length*(args.src - args.dest).ToFloat2();
float2 norm = new float2(-unit.Y, unit.X);
for (int i = -radius; i < radius; i++)
Game.world.WorldRenderer.DrawLine(args.src + i * norm, args.dest + i * norm, rc, rc);
yield break;
}
}
}