ddnet/src/game/client/components/flow.cpp

85 lines
1.5 KiB
C++

#include <game/mapitems.hpp>
#include <game/layers.hpp>
#include "flow.hpp"
FLOW::FLOW()
{
cells = 0;
height = 0;
width = 0;
spacing = 16;
}
void FLOW::dbg_render()
{
if(!cells)
return;
gfx_texture_set(-1);
gfx_lines_begin();
for(int y = 0; y < height; y++)
for(int x = 0; x < width; x++)
{
vec2 pos(x*spacing, y*spacing);
vec2 vel = cells[y*width+x].vel * 0.01f;
gfx_lines_draw(pos.x, pos.y, pos.x+vel.x, pos.y+vel.y);
}
gfx_lines_end();
}
void FLOW::init()
{
if(cells)
{
mem_free(cells);
cells = 0;
}
MAPITEM_LAYER_TILEMAP *tilemap = layers_game_layer();
width = tilemap->width*32/spacing;
height = tilemap->height*32/spacing;
// allocate and clear
cells = (CELL *)mem_alloc(sizeof(CELL)*width*height, 1);
for(int y = 0; y < height; y++)
for(int x = 0; x < width; x++)
cells[y*width+x].vel = vec2(0.0f, 0.0f);
}
void FLOW::update()
{
if(!cells)
return;
for(int y = 0; y < height; y++)
for(int x = 0; x < width; x++)
cells[y*width+x].vel *= 0.85f;
}
vec2 FLOW::get(vec2 pos)
{
if(!cells)
return vec2(0,0);
int x = (int)(pos.x / spacing);
int y = (int)(pos.y / spacing);
if(x < 0 || y < 0 || x >= width || y >= height)
return vec2(0,0);
return cells[y*width+x].vel;
}
void FLOW::add(vec2 pos, vec2 vel, float size)
{
if(!cells)
return;
int x = (int)(pos.x / spacing);
int y = (int)(pos.y / spacing);
if(x < 0 || y < 0 || x >= width || y >= height)
return;
cells[y*width+x].vel += vel;
}