mirror of
https://github.com/ddnet/ddnet.git
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6a6a5f00c9
Edited by @ChillerDragon to fit in ddnet
(cherry picked from commit cb95e8dfe8
)
94 lines
2 KiB
C++
94 lines
2 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/graphics.h>
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#include <game/mapitems.h>
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#include <game/layers.h>
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#include "flow.h"
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CFlow::CFlow()
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{
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m_pCells = 0;
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m_Height = 0;
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m_Width = 0;
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m_Spacing = 16;
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}
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void CFlow::DbgRender()
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{
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if(!m_pCells)
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return;
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IGraphics::CLineItem Array[1024];
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int NumItems = 0;
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Graphics()->TextureClear();
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Graphics()->LinesBegin();
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for(int y = 0; y < m_Height; y++)
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for(int x = 0; x < m_Width; x++)
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{
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vec2 Pos(x*m_Spacing, y*m_Spacing);
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vec2 Vel = m_pCells[y*m_Width+x].m_Vel * 0.01f;
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Array[NumItems++] = IGraphics::CLineItem(Pos.x, Pos.y, Pos.x+Vel.x, Pos.y+Vel.y);
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if(NumItems == 1024)
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{
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Graphics()->LinesDraw(Array, 1024);
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NumItems = 0;
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}
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}
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if(NumItems)
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Graphics()->LinesDraw(Array, NumItems);
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Graphics()->LinesEnd();
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}
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void CFlow::Init()
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{
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free(m_pCells);
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m_pCells = 0;
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CMapItemLayerTilemap *pTilemap = Layers()->GameLayer();
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m_Width = pTilemap->m_Width*32/m_Spacing;
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m_Height = pTilemap->m_Height*32/m_Spacing;
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// allocate and clear
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m_pCells = (CCell *)calloc(m_Width * m_Height, sizeof(CCell));
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for(int y = 0; y < m_Height; y++)
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for(int x = 0; x < m_Width; x++)
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m_pCells[y*m_Width+x].m_Vel = vec2(0.0f, 0.0f);
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}
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void CFlow::Update()
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{
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if(!m_pCells)
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return;
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for(int y = 0; y < m_Height; y++)
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for(int x = 0; x < m_Width; x++)
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m_pCells[y*m_Width+x].m_Vel *= 0.85f;
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}
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vec2 CFlow::Get(vec2 Pos)
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{
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if(!m_pCells)
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return vec2(0,0);
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int x = (int)(Pos.x / m_Spacing);
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int y = (int)(Pos.y / m_Spacing);
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if(x < 0 || y < 0 || x >= m_Width || y >= m_Height)
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return vec2(0,0);
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return m_pCells[y*m_Width+x].m_Vel;
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}
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void CFlow::Add(vec2 Pos, vec2 Vel, float Size)
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{
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if(!m_pCells)
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return;
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int x = (int)(Pos.x / m_Spacing);
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int y = (int)(Pos.y / m_Spacing);
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if(x < 0 || y < 0 || x >= m_Width || y >= m_Height)
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return;
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m_pCells[y*m_Width+x].m_Vel += Vel;
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}
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