dirtprojectile.cpp

来自「这是整套横扫千军3D版游戏的源码」· C++ 代码 · 共 100 行

CPP
100
字号
#include "StdAfx.h"
// DirtProjectile.cpp: implementation of the CDirtCloudProjectile class.
//
//////////////////////////////////////////////////////////////////////

#include "DirtProjectile.h"
#include "Game/Camera.h"
#include "Map/Ground.h"
#include "Rendering/GL/VertexArray.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "mmgr.h"

CR_BIND_DERIVED(CDirtProjectile, CProjectile, );

CR_REG_METADATA(CDirtProjectile,
(
	CR_MEMBER_BEGINFLAG(CM_Config),
		CR_MEMBER(alpha),
		CR_MEMBER(alphaFalloff),
		CR_MEMBER(size),
		CR_MEMBER(sizeExpansion),
		CR_MEMBER(slowdown),
		CR_MEMBER(color),
		CR_MEMBER(texture),
	CR_MEMBER_ENDFLAG(CM_Config),
	CR_RESERVED(8)
));

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

CDirtProjectile::CDirtProjectile(const float3 pos,const float3 speed,const float ttl,const float size,const float expansion,float slowdown,CUnit* owner,const float3& color)
: CProjectile(pos,speed,owner, false),
	alpha(255),
	size(size),
	sizeExpansion(expansion),
	slowdown(slowdown),
	color(color)
{
	checkCol=false;
	alphaFalloff=255/ttl;
	texture = &ph->randdotstex;
}

CDirtProjectile::CDirtProjectile() :
	alpha(255.0f),
	size(10.0f),
	sizeExpansion(0.0f),
	slowdown(1.0f),
	alphaFalloff(10.0f)
{
	checkCol=false;
	synced=false;
	texture = &ph->randdotstex;
}

CDirtProjectile::~CDirtProjectile()
{}

void CDirtProjectile::Update()
{
	speed*=slowdown;
	speed.y+=gs->gravity;
	pos+=speed;
	alpha-=alphaFalloff;
	size+=sizeExpansion;
	if(ground->GetApproximateHeight(pos.x,pos.z)-40>pos.y){
		deleteMe=true;
	}
	if(alpha<=0){
		deleteMe=true;
		alpha=0;
	}
}

void CDirtProjectile::Draw()
{
	float partAbove=(pos.y/(size*camera->up.y));
	if(partAbove<-1)
		return;
	else if(partAbove>1)
		partAbove=1;
	inArray=true;
	unsigned char col[4];
	col[0]=(unsigned char) (color.x*alpha);
	col[1]=(unsigned char) (color.y*alpha);
	col[2]=(unsigned char) (color.z*alpha);
	col[3]=(unsigned char) (alpha)/*-gu->timeOffset*alphaFalloff*/;

	float3 interPos=pos+speed*gu->timeOffset;
	float interSize=size+gu->timeOffset*sizeExpansion;
	float texx = texture->xstart + (texture->xend-texture->xstart)*((1-partAbove)*0.5f);//0.25f*(1-partAbove)

	va->AddVertexTC(interPos-camera->right*interSize-camera->up*interSize*partAbove,texx,texture->ystart,col);
	va->AddVertexTC(interPos+camera->right*interSize-camera->up*interSize*partAbove,texx,texture->yend,col);
	va->AddVertexTC(interPos+camera->right*interSize+camera->up*interSize,texture->xend,texture->yend,col);
	va->AddVertexTC(interPos-camera->right*interSize+camera->up*interSize,texture->xend,texture->ystart,col);
}

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