diff options
Diffstat (limited to 'src/game/client/components/effects.cpp')
| -rw-r--r-- | src/game/client/components/effects.cpp | 240 |
1 files changed, 240 insertions, 0 deletions
diff --git a/src/game/client/components/effects.cpp b/src/game/client/components/effects.cpp new file mode 100644 index 00000000..000d0f3a --- /dev/null +++ b/src/game/client/components/effects.cpp @@ -0,0 +1,240 @@ +#include <engine/e_client_interface.h> +//#include <gc_client.hpp> +#include <game/generated/gc_data.hpp> + +#include <game/client/components/particles.hpp> +#include <game/client/components/skins.hpp> +#include <game/client/components/flow.hpp> +#include <game/client/components/damageind.hpp> +#include <game/client/gameclient.hpp> +#include <game/client/gc_client.hpp> + +#include "effects.hpp" + +EFFECTS::EFFECTS() +{ + add_50hz = false; + add_100hz = false; +} + +void EFFECTS::air_jump(vec2 pos) +{ + PARTICLE p; + p.set_default(); + p.spr = SPRITE_PART_AIRJUMP; + p.pos = pos + vec2(-6.0f, 16.0f); + p.vel = vec2(0, -200); + p.life_span = 0.5f; + p.start_size = 48.0f; + p.end_size = 0; + p.rot = frandom()*pi*2; + p.rotspeed = pi*2; + p.gravity = 500; + p.friction = 0.7f; + p.flow_affected = 0.0f; + gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p); + + p.pos = pos + vec2(6.0f, 16.0f); + gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p); +} + +void EFFECTS::damage_indicator(vec2 pos, vec2 dir) +{ + gameclient.damageind->create(pos, dir); +} + +void EFFECTS::powerupshine(vec2 pos, vec2 size) +{ + if(!add_50hz) + return; + + PARTICLE p; + p.set_default(); + p.spr = SPRITE_PART_SLICE; + p.pos = pos + vec2((frandom()-0.5f)*size.x, (frandom()-0.5f)*size.y); + p.vel = vec2(0, 0); + p.life_span = 0.5f; + p.start_size = 16.0f; + p.end_size = 0; + p.rot = frandom()*pi*2; + p.rotspeed = pi*2; + p.gravity = 500; + p.friction = 0.9f; + p.flow_affected = 0.0f; + gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p); +} + +void EFFECTS::smoketrail(vec2 pos, vec2 vel) +{ + if(!add_50hz) + return; + + PARTICLE p; + p.set_default(); + p.spr = SPRITE_PART_SMOKE; + p.pos = pos; + p.vel = vel + random_dir()*50.0f; + p.life_span = 0.5f + frandom()*0.5f; + p.start_size = 12.0f + frandom()*8; + p.end_size = 0; + p.friction = 0.7; + p.gravity = frandom()*-500.0f; + gameclient.particles->add(PARTICLES::GROUP_PROJECTILE_TRAIL, &p); +} + + +void EFFECTS::skidtrail(vec2 pos, vec2 vel) +{ + if(!add_100hz) + return; + + PARTICLE p; + p.set_default(); + p.spr = SPRITE_PART_SMOKE; + p.pos = pos; + p.vel = vel + random_dir()*50.0f; + p.life_span = 0.5f + frandom()*0.5f; + p.start_size = 24.0f + frandom()*12; + p.end_size = 0; + p.friction = 0.7f; + p.gravity = frandom()*-500.0f; + p.color = vec4(0.75f,0.75f,0.75f,1.0f); + gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p); +} + +void EFFECTS::bullettrail(vec2 pos) +{ + if(!add_100hz) + return; + + PARTICLE p; + p.set_default(); + p.spr = SPRITE_PART_BALL; + p.pos = pos; + p.life_span = 0.25f + frandom()*0.25f; + p.start_size = 8.0f; + p.end_size = 0; + p.friction = 0.7f; + gameclient.particles->add(PARTICLES::GROUP_PROJECTILE_TRAIL, &p); +} + +void EFFECTS::playerspawn(vec2 pos) +{ + for(int i = 0; i < 32; i++) + { + PARTICLE p; + p.set_default(); + p.spr = SPRITE_PART_SHELL; + p.pos = pos; + p.vel = random_dir() * (pow(frandom(), 3)*600.0f); + p.life_span = 0.3f + frandom()*0.3f; + p.start_size = 64.0f + frandom()*32; + p.end_size = 0; + p.rot = frandom()*pi*2; + p.rotspeed = frandom(); + p.gravity = frandom()*-400.0f; + p.friction = 0.7f; + p.color = vec4(0xb5/255.0f, 0x50/255.0f, 0xcb/255.0f, 1.0f); + gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p); + + } +} + +void EFFECTS::playerdeath(vec2 pos, int cid) +{ + vec3 blood_color(1.0f,1.0f,1.0f); + + if(cid >= 0) + { + const SKINS::SKIN *s = gameclient.skins->get(gameclient.clients[cid].skin_id); + if(s) + blood_color = s->blood_color; + } + + for(int i = 0; i < 64; i++) + { + PARTICLE p; + p.set_default(); + p.spr = SPRITE_PART_SPLAT01 + (rand()%3); + p.pos = pos; + p.vel = random_dir() * ((frandom()+0.1f)*900.0f); + p.life_span = 0.3f + frandom()*0.3f; + p.start_size = 24.0f + frandom()*16; + p.end_size = 0; + p.rot = frandom()*pi*2; + p.rotspeed = (frandom()-0.5f) * pi; + p.gravity = 800.0f; + p.friction = 0.8f; + vec3 c = blood_color * (0.75f + frandom()*0.25f); + p.color = vec4(c.r, c.g, c.b, 0.75f); + gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p); + } +} + + +void EFFECTS::explosion(vec2 pos) +{ + // add to flow + for(int y = -8; y <= 8; y++) + for(int x = -8; x <= 8; x++) + { + if(x == 0 && y == 0) + continue; + + float a = 1 - (length(vec2(x,y)) / length(vec2(8,8))); + gameclient.flow->add(pos+vec2(x,y)*16, normalize(vec2(x,y))*5000.0f*a, 10.0f); + } + + // add the explosion + PARTICLE p; + p.set_default(); + p.spr = SPRITE_PART_EXPL01; + p.pos = pos; + p.life_span = 0.4f; + p.start_size = 150.0f; + p.end_size = 0; + p.rot = frandom()*pi*2; + gameclient.particles->add(PARTICLES::GROUP_EXPLOSIONS, &p); + + // add the smoke + for(int i = 0; i < 24; i++) + { + PARTICLE p; + p.set_default(); + p.spr = SPRITE_PART_SMOKE; + p.pos = pos; + p.vel = random_dir() * ((1.0f + frandom()*0.2f) * 1000.0f); + p.life_span = 0.5f + frandom()*0.4f; + p.start_size = 32.0f + frandom()*8; + p.end_size = 0; + p.gravity = frandom()*-800.0f; + p.friction = 0.4f; + p.color = mix(vec4(0.75f,0.75f,0.75f,1.0f), vec4(0.5f,0.5f,0.5f,1.0f), frandom()); + gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p); + } +} + +void EFFECTS::on_render() +{ + static int64 last_update_100hz = 0; + static int64 last_update_50hz = 0; + + if(time_get()-last_update_100hz > time_freq()/100) + { + add_100hz = true; + last_update_100hz = time_get(); + } + else + add_100hz = false; + + if(time_get()-last_update_50hz > time_freq()/100) + { + add_50hz = true; + last_update_50hz = time_get(); + } + else + add_50hz = false; + + if(add_50hz) + gameclient.flow->update(); +} |