#include //#include #include #include #include #include #include #include #include #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(); }