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📄 bubble.cpp

📁 网络泡泡被.net管理
💻 CPP
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// Bubble.cpp: implementation of the CBubble class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "Bubble.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CBubble::CBubble(CGsEngine*	pEngine)
{
	m_color	= D3DRGBA(128,128,128,255);
	m_bubble_type	= 0;
	m_pEngine	= pEngine;
	m_pos_x	= 0;
	m_pos_y	= 0;
	m_tick_create	= 0;
	m_alpha	= 1.0f;
}

CBubble::~CBubble()
{
	Cleanup();
}

void CBubble::Cleanup()
{
	std::list<BUBBLE_EFFECT*>::iterator	it = m_lst_ani.begin();
	while(it!=m_lst_ani.end())
	{
		if(*it)
		{
			if((*it)->ptr_effect)
				delete((*it)->ptr_effect);
			delete(*it);
		}
		it	= m_lst_ani.erase(it);
	}

}

HRESULT CBubble::Render(LONG x, LONG y, float fScale, BOOL bColor)
{
	std::list<BUBBLE_EFFECT*>::iterator	it = m_lst_ani.begin();
	float fangle	= m_pEngine->ValueCycle(-const_PI_DIV_4/2, const_PI_DIV_4/2, m_tick_create, 700);
	float fs		= m_pEngine->ValueCycle(fScale/BUBBLE_BMP_SIZE*0.95f, fScale/BUBBLE_BMP_SIZE*1.05f, m_tick_create, 800);
	float fx		= x + m_pos_x*fScale;
	float fy		= y - m_pos_y*fScale;
	if(m_alpha!=1.0f)
	{
		fs	/= (0.4+m_alpha*0.7);
	}
	//m_pEngine->PreparePaint(D3DBLEND_SRCCOLOR, D3DBLEND_ONE);
	m_pEngine->SetRenderState( D3DRENDERSTATE_SRCBLEND,   D3DBLEND_SRCCOLOR );
	m_pEngine->SetRenderState( D3DRENDERSTATE_DESTBLEND,  D3DBLEND_ONE );
	while(it!=m_lst_ani.end())
	{
		if (bColor)
		{
			(*it)->ani.Draw(fx, fy, 0.0f, fs, fs, m_alpha, fangle, m_color);
		}
		else
		{
			float fc = m_pEngine->ValueCycle(1.0f, 6.99f, m_tick_create, 1000);
			(*it)->ani.Draw(fx, fy, 0.0f, fs, fs, 1.0f, fangle, CBubble::BubbleColor(fc));
		}
		if((*it)->ptr_effect)
		{
			(*it)->ptr_effect->SetLocation(D3DVECTOR(fx, fy, fy));
			(*it)->ptr_effect->Update();
			if((*it)->ptr_effect->GetSuppressed() && (*it)->ptr_effect->GetNumParticlesActive()<=0)
			{
				SAFE_DELETE((*it)->ptr_effect);
			}
			else
			{
				(*it)->ptr_effect->Render(GPOINT(0,0));
			}
		}
		
		it++;
	}
	if (m_card_type>0)
	{
		CGsTexture* pTex = g_get_ani_card(m_card_type);
		if (pTex)
		{
			m_pEngine->SetRenderState( D3DRENDERSTATE_SRCBLEND,   D3DBLEND_SRCALPHA );
			m_pEngine->SetRenderState( D3DRENDERSTATE_DESTBLEND,  D3DBLEND_INVSRCALPHA );
			fangle	= m_pEngine->ValueCycle(-const_PI_DIV_4, const_PI_DIV_4, m_tick_create, 2000);
			m_pEngine->Render_Paint(fx, fy, pTex, 0.0f, 0.36f, 0.36f, 0.9f, fangle);
		}
	}
	return S_OK;
}

BOOL CBubble::Create(BYTE bubble)
{
	if(m_pEngine==NULL)
		return FALSE;
	Cleanup();
	m_bubble_type	= bubble;


	BUBBLE_EFFECT* pbf	= new BUBBLE_EFFECT;
	pbf->ani.SetGsEngine(m_pEngine);
	pbf->ani.Create("bubble.bmp");
//	pbf->ani.GetTextureGroup()->m_base_point = GPOINT(64,64);
	pbf->ptr_effect	= NULL;
	m_lst_ani.push_back(pbf);

	m_tick_create	= m_pEngine->m_dwEngineTime;

	SetBubbleType(bubble);

	SetStop(TRUE);

	return	TRUE;
}

void CBubble::SetPos(int x, int y)
{
	m_pos_x	= x;
	m_pos_y	= y;
}

void CBubble::SetStop(BOOL bStop)
{
	std::list<BUBBLE_EFFECT*>::iterator	it = m_lst_ani.begin();
	while(it!=m_lst_ani.end())
	{
		if(*it)
		{
			if((*it)->ptr_effect)
			{
				(*it)->ptr_effect->SetSuppressed(bStop);
			}
			else if(bStop==FALSE)
			{
//				if(m_bubble_type%2)
//				{
//					(*it)->ptr_effect	= new CGsParticleEmitter(m_pEngine);
//					(*it)->ptr_effect->Create("particles\\bb");
//				}
//				else
//				{
//					(*it)->ptr_effect	= new CGsParticleEmitter(m_pEngine);
//					(*it)->ptr_effect->Create("particles\\bb1");
//				}
			}
		}
		it++;
	}
}


void CBubble::SetBubbleType(BYTE bubble_type)
{
	m_bubble_type	= bubble_type;
	m_color = CBubble::BubbleColor(bubble_type);
	m_card_type	= (bubble_type)/10;
}

D3DCOLOR CBubble::BubbleColor(BYTE type)
{
	switch(type%10)
	{
	case 1:
		return D3DRGBA(1,1,1,1);//白
	case 2:
		return D3DRGBA(200,8,8,255);//兰
	case 3:
		return D3DRGBA(1.0f,0.5f,1.0f,1.0f);//紫
	case 4:
		return D3DRGBA(32,32,255,255);//金
	case 5:
		return D3DRGBA(200,32,255,255);//绿
	case 6:
		return D3DRGBA(200,80,8,255);//蓝
//	case 7:
//		m_color		= D3DRGBA(0.5f,0.2f,0,1);//橙
//		break;
//	case 8:
//		m_color		= D3DRGBA(0.8f,0.3f,0.1f,1);//红
//		break;
//	case 9:
//		m_color		= D3DRGBA(0.2f,0.2f,0.2f,1.0f);
//		break;
	case 0:
	default:
		return D3DRGBA(0.7f,0.3f,0.2f,1);
	}

}

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