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#include "AmbientBubbles.h"
#include "../../ILevelHandler.h"
#include "../../Tiles/TileMap.h"
#include "../../../nCine/Base/Random.h"
namespace Jazz2::Actors::Environment
{
AmbientBubbles::AmbientBubbles()
: _cooldown(0.0f), _bubblesLeft(0), _delay(0.0f)
{
}
void AmbientBubbles::Preload(const ActorActivationDetails& details)
{
PreloadMetadataAsync("Common/AmbientBubbles"_s);
}
Task<bool> AmbientBubbles::OnActivatedAsync(const ActorActivationDetails& details)
{
_speed = details.Params[0];
SetState(ActorState::ForceDisableCollisions, true);
SetState(ActorState::CanBeFrozen | ActorState::CollideWithTileset | ActorState::CollideWithOtherActors | ActorState::ApplyGravitation, false);
async_await RequestMetadataAsync("Common/AmbientBubbles"_s);
async_return true;
}
void AmbientBubbles::OnUpdate(float timeMult)
{
_cooldown -= timeMult;
if (_cooldown <= 0.0f) {
SpawnBubbles(_bubblesLeft);
_bubblesLeft = _speed;
_cooldown = BaseTime;
} else if (_bubblesLeft > 0) {
_delay -= timeMult;
if (_delay <= 0.0f) {
SpawnBubbles(1);
_bubblesLeft--;
_delay = BaseTime / _speed;
}
}
}
void AmbientBubbles::SpawnBubbles(std::int32_t count)
{
if (count <= 0) {
return;
}
auto tilemap = _levelHandler->TileMap();
if (tilemap != nullptr) {
auto* res = _metadata->FindAnimation(AnimState::Default); // AmbientBubbles
if (res != nullptr && res->Base->TextureDiffuse != nullptr) {
Vector2i texSize = res->Base->TextureDiffuse->GetSize();
Vector2i size = res->Base->FrameDimensions;
Vector2i frameConf = res->Base->FrameConfiguration;
for (int i = 0; i < count; i++) {
float scale = Random().NextFloat(0.3f, 1.0f);
float speedX = Random().NextFloat(-0.5f, 0.5f) * scale;
float speedY = Random().NextFloat(-3.0f, -2.0f) * scale;
float accel = Random().NextFloat(-0.008f, -0.001f) * scale;
int frame = res->FrameOffset + Random().Next(0, res->FrameCount);
Tiles::TileMap::DestructibleDebris debris = { };
debris.Pos = _pos;
debris.Depth = _renderer.layer();
debris.Size = Vector2f((float)size.X, (float)size.Y);
debris.Speed = Vector2f(speedX, speedY);
debris.Acceleration = Vector2f(0.0f, accel);
debris.Scale = scale;
debris.Alpha = 0.9f;
debris.AlphaSpeed = -0.009f;
debris.Time = 110.0f;
debris.TexScaleX = (size.X / float(texSize.X));
debris.TexBiasX = ((float)(frame % frameConf.X) / frameConf.X);
debris.TexScaleY = (size.Y / float(texSize.Y));
debris.TexBiasY = ((float)(frame / frameConf.X) / frameConf.Y);
debris.DiffuseTexture = res->Base->TextureDiffuse.get();
tilemap->CreateDebris(debris);
}
}
}
}
}
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