ddnet/src/game/client/components/flow.cpp
Magnus Auvinen 6a6a5f00c9 more typesafty in the graphics. introduced the IGraphics::CTextureHandle
Edited by @ChillerDragon to fit in ddnet
(cherry picked from commit cb95e8dfe8)
2019-11-22 18:08:37 +01:00

94 lines
2 KiB
C++

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