📄 damagenumber.cpp
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// DamageNumber.cpp: implementation of the CDamageNumber class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "DamageNumber.h"
#include "..\Engine\Engine.h"
#include "GameResourceManager.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
cImageSelf* CDamageNumber::m_pNumberImage[eDNK_Max];
//cImageSelf* CDamageNumber::m_pMissImage;
cImageSelf* CDamageNumber::m_pCriticalImage;
VECTOR2 CDamageNumber::m_CriticalImgSize;
cImageSelf* CDamageNumber::m_pDodgeImage;
void CDamageNumber::NumberData::Draw(float fAlpha,VECTOR2* pos)
{
VECTOR2 scale;
scale.x = 1;
scale.y = 1;
if(fAlpha == 2)
{
scale.x = 1.5f;
scale.y = 1.5f;
}
DWORD Color = COLORtoDWORD(1,1,1,fAlpha);
VECTOR2 dispos;
dispos.x = spos.x + pos->x;
dispos.y = spos.y + pos->y;
pImage->RenderSprite(
&scale,NULL,0,&dispos,Color);
}
void CDamageNumber::NumberData::SetImage(cImageSelf* p,VECTOR2* pos)
{
spos = *pos;
pImage = p;
}
CDamageNumber::CDamageNumber()
{
m_bDraw = FALSE;
}
CDamageNumber::~CDamageNumber()
{
}
BOOL CDamageNumber::LoadImage()
{
char szfile[64];
DeleteImage();
m_pNumberImage[eDNK_Yellow] = new cImageSelf[10];
for(int n=0;n<10;++n)
{
sprintf(szfile,"./image/Damage/y%d.tif",n);
m_pNumberImage[eDNK_Yellow][n].LoadSprite(szfile);
}
m_pNumberImage[eDNK_Green] = new cImageSelf[10];
for(n=0;n<10;++n)
{
sprintf(szfile,"./image/Damage/g%d.tif",n);
m_pNumberImage[eDNK_Green][n].LoadSprite(szfile);
}
m_pNumberImage[eDNK_Red] = new cImageSelf[10];
for(n=0;n<10;++n)
{
sprintf(szfile,"./image/Damage/r%d.tif",n);
m_pNumberImage[eDNK_Red][n].LoadSprite(szfile);
}
// sprintf(szfile,"./image/Damage/miss.tif",n);
// m_pMissImage = new cImageSelf;
// m_pMissImage->LoadSprite(szfile);
sprintf(szfile,"./image/Damage/critical.tif");
m_pCriticalImage = new cImageSelf;
m_pCriticalImage->LoadSprite(szfile);
m_pCriticalImage->GetImageOriginalSize(&m_CriticalImgSize);
sprintf(szfile,"./image/Damage/dodge.tif");
m_pDodgeImage = new cImageSelf;
m_pDodgeImage->LoadSprite(szfile);
return TRUE;
}
void CDamageNumber::DeleteImage()
{
SAFE_DELETE_ARRAY(m_pNumberImage[eDNK_Yellow]);
SAFE_DELETE_ARRAY(m_pNumberImage[eDNK_Green]);
SAFE_DELETE_ARRAY(m_pNumberImage[eDNK_Red]);
// SAFE_DELETE(m_pMissImage);
SAFE_DELETE(m_pCriticalImage);
SAFE_DELETE(m_pDodgeImage);
}
void CDamageNumber::SetDodge(VECTOR3* pPos,VECTOR3* pVelocity)
{
m_bDodge = TRUE;
m_bCritical = FALSE;
m_CreatedTime = gCurTime;
m_fAlpha = 1;
m_Position = *pPos;
m_Direction = *pVelocity;
float charwidth = 24;
float charheight = 12;
m_Damage = 0;
m_Jarisu = 0;
m_bDraw = TRUE;
}
void CDamageNumber::SetDamage(DWORD Damage,VECTOR3* pPos,VECTOR3* pVelocity,BYTE nDamageNumberKind,BOOL bCritical)
{
m_bDodge = FALSE;
m_bCritical = bCritical;
m_CreatedTime = gCurTime;
m_fAlpha = 1;
m_Position = *pPos;
if(m_bCritical)
{
// VECTOR3 temp;
m_PositionCritical = m_Position;
}
m_Direction = *pVelocity;
float charwidth = 24;
float charheight = 12;
m_Damage = Damage;
// 割磊府 荐牢瘤 备茄促
m_Jarisu = 0;
DWORD tens=1;
while(tens<=m_Damage)
{
tens*=10;
++m_Jarisu;
}
if(m_Damage == 0)
{
/*
VECTOR2 ScreenPos;
float MissWidth = 50;
float MissHeight= 15;
ScreenPos.x = -MissWidth*m_Jarisu*0.5f;
ScreenPos.y = -MissHeight*0.5f;
m_Jarisu = 1;
m_Numbers[0].SetImage(m_pMissImage,&ScreenPos);
m_bDraw = TRUE;
*/
return;
}
ASSERT(m_Jarisu <= MAX_DAMAGE_JARISU);
// 阿磊府狼 荐甫 备秦辑 image客 谅钎甫 悸泼茄促.
tens /= 10;
DWORD eachnum;
VECTOR2 ScreenPos;
ScreenPos.x = -charwidth*m_Jarisu*0.5f;
ScreenPos.y = -charheight*0.5f;
for(DWORD n=0;n<m_Jarisu;++n)
{
eachnum = Damage / tens;
ASSERT(eachnum<10);
m_Numbers[n].SetImage(&m_pNumberImage[nDamageNumberKind][eachnum],&ScreenPos);
Damage = Damage % tens;
tens /= 10;
ScreenPos.x += charwidth;
}
m_bDraw = TRUE;
}
BOOL CDamageNumber::Render()
{
if(m_bDraw == FALSE)
return FALSE;
if(m_fAlpha == 0)
return FALSE;
//////////////////////////////////////////////////////////////////////////
// 框流烙
float fVelocity = 1.8f;
float TotalTime = 700.f;
float HighestTime = 150.f;
float AlphaStartTime = 150.f;
float HighestHeight = 0.0f;
float LeanAngle = 0.001f;
float Elapsedtime = (float)(gCurTime - m_CreatedTime);
float RealElapsedtime = Elapsedtime;
if(Elapsedtime > TotalTime)
{
m_bDraw = FALSE;
return FALSE;
}
//////////////////////////////////////////////////////////////////////////
// 舅颇
if(Elapsedtime > AlphaStartTime+ 200.f)
{
float ttt = Elapsedtime - AlphaStartTime;
m_fAlpha = 1 - ttt / (TotalTime - AlphaStartTime);
}
else
{
m_fAlpha = 1;
}
if(Elapsedtime > AlphaStartTime )
{
float Des = Elapsedtime - AlphaStartTime;
Elapsedtime = AlphaStartTime + Des*0.1f;
}
VECTOR3 pos;
float cury = (float)(-fVelocity*LeanAngle*(Elapsedtime - HighestTime)*(Elapsedtime - HighestTime) + 10.f*Elapsedtime*0.02);
pos = m_Position;
pos.y += cury;
pos.x = m_Position.x + Elapsedtime * m_Direction.x * fVelocity;
pos.z = m_Position.z + Elapsedtime * m_Direction.z * fVelocity;
VECTOR3 Temp;
GetScreenXYFromXYZ(g_pExecutive->GetGeometry(),0,&pos,&Temp);
if(Temp.x < 0 || Temp.x > 1 || Temp.y < 0 || Temp.y > 1)
{
return TRUE;
}
VECTOR2 ScreenPos;
ScreenPos.x = GAMERESRCMNGR->m_GameDesc.dispInfo.dwWidth*Temp.x;
ScreenPos.y = GAMERESRCMNGR->m_GameDesc.dispInfo.dwHeight*Temp.y;
if(m_bDodge)
{
DWORD Color = COLORtoDWORD(1,1,1,m_fAlpha);
m_pDodgeImage->RenderSprite(NULL,NULL,0,&ScreenPos,Color);
}
for(DWORD n=0;n<m_Jarisu;++n)
{
m_Numbers[n].Draw(m_fAlpha,&ScreenPos);
}
//////////////////////////////////////////////////////////////////////////
// Critical
if(m_bCritical)
{
static float CriticalOverHeight = 45 + 20;
GetScreenXYFromXYZ(g_pExecutive->GetGeometry(),0,&m_Position,&Temp);
ScreenPos.x = GAMERESRCMNGR->m_GameDesc.dispInfo.dwWidth*Temp.x;
ScreenPos.y = GAMERESRCMNGR->m_GameDesc.dispInfo.dwHeight*Temp.y;
ScreenPos.y -= CriticalOverHeight;
static float CRISCALETIME = 100;
static float CRIALPHTTIME = 1000;
static float SCALE = 0.5;
DWORD Color;
if(RealElapsedtime < CRIALPHTTIME)
Color = COLORtoDWORD(1,1,1,(CRIALPHTTIME-RealElapsedtime)/CRIALPHTTIME);
else
Color = 0;
VECTOR2 scale;
if(RealElapsedtime < CRISCALETIME)
scale.x = scale.y = 1 + SCALE * (CRISCALETIME-RealElapsedtime)/CRISCALETIME;
else
scale.x = scale.y = 1;
ScreenPos.x = ScreenPos.x - (m_CriticalImgSize.x*0.5f*scale.x);
ScreenPos.y = ScreenPos.y - (m_CriticalImgSize.y*0.5f*scale.y);
m_pCriticalImage->RenderSprite(&scale,NULL,0,&ScreenPos,Color);
}
return TRUE;
}
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