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Aquaria/BBGE/Tile.cpp

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#include "Tile.h"
#include "RenderGrid.h"
#include "Tileset.h"
#include "Base.h"
TileStorage::TileStorage(const TileEffectStorage& eff)
: effstore(eff)
{
}
TileStorage::~TileStorage()
{
destroyAll();
}
void TileStorage::moveToFront(size_t idx)
{
_moveToFront(idx);
refreshAll();
}
void TileStorage::moveToBack(size_t idx)
{
_moveToBack(idx);
refreshAll();
}
void TileStorage::update(float dt)
{
for(size_t i = 0; i < indicesToUpdate.size(); ++i)
{
TileData& t = tiles[indicesToUpdate[i]];
assert(t.flags & TILEFLAG_OWN_EFFDATA); // known to be set if this ends up on the list
t.eff->update(dt, &t);
}
}
void TileStorage::doInteraction(const Vector& pos, const Vector& vel, float mult, float touchWidth)
{
for(size_t i = 0; i < indicesToCollide.size(); ++i)
{
TileData& t = tiles[indicesToCollide[i]];
t.eff->doInteraction(t, pos, vel, mult, touchWidth);
}
}
void TileStorage::_moveToFront(size_t idx)
{
// move tile to front -> move it to the back of the list, to be rendered last aka on top of everything else
TileData tile = tiles[idx];
tiles.erase(tiles.begin() + idx);
tiles.push_back(tile);
}
void TileStorage::_moveToBack(size_t idx)
{
// move tile to back -> move it to the front of the list, to be rendered first aka underneath everything else
TileData tile = tiles[idx];
tiles.erase(tiles.begin() + idx);
tiles.insert(tiles.begin(), tile);
}
void TileStorage::moveToOther(TileStorage& other, const size_t *indices, size_t n)
{
for(size_t i = 0; i < n; ++i)
other.tiles.push_back(tiles[indices[i]]);
std::vector<TileData> tmp;
tmp.swap(tiles);
tiles.reserve(tmp.size() - n);
for(size_t i = 0; i < tmp.size(); ++i)
{
for(size_t k = 0; k < n; ++i) // not particularly efficient, could be much better by sorting first but eh
if(indices[k] == i)
goto skip;
tiles.push_back(tmp[i]);
skip: ;
}
refreshAll();
other.refreshAll();
}
static void dropAttachments(TileData& t)
{
if(t.flags & TILEFLAG_OWN_EFFDATA)
{
delete t.eff;
t.flags &= ~TILEFLAG_OWN_EFFDATA;
}
t.eff = NULL;
}
void TileStorage::deleteSome(const size_t* indices, size_t n)
{
std::vector<TileData> tmp;
tmp.swap(tiles);
tiles.reserve(tmp.size() - n);
for(size_t i = 0; i < tmp.size(); ++i)
{
for(size_t k = 0; k < n; ++i) // not particularly efficient, could be much better by sorting first but eh
if(indices[k] == i)
{
dropAttachments(tmp[i]);
goto skip;
}
tiles.push_back(tmp[i]);
skip: ;
}
refreshAll();
}
void TileStorage::destroyAll()
{
const size_t n = tiles.size();
for(size_t i = 0; i < n; ++i)
dropAttachments(tiles[i]);
tiles.clear();
indicesToCollide.clear();
indicesToUpdate.clear();
}
void TileStorage::setTag(unsigned tag, const size_t* indices, size_t n)
{
for(size_t i = 0; i < n; ++i)
tiles[indices[i]].tag = tag;
// don't need to refresh here
}
void TileStorage::setEffect(int idx, const size_t* indices, size_t n)
{
for(size_t i = 0; i < n; ++i)
effstore.assignEffect(tiles[indices[i]], idx);
refreshAll();
}
void TileStorage::refreshAll()
{
indicesToCollide.clear();
indicesToUpdate.clear();
const size_t n = tiles.size();
for(size_t i = 0; i < n; ++i)
{
const TileData& t = tiles[i];
if(const TileEffectData *e = t.eff)
{
if(t.flags & TILEFLAG_OWN_EFFDATA)
{
indicesToUpdate.push_back(i);
if(e->efxtype == EFX_WAVY)
indicesToCollide.push_back(i);
}
}
}
}
void TileStorage::clearSelection()
{
const size_t n = tiles.size();
for(size_t i = 0; i < n; ++i)
tiles[i].flags &= ~TILEFLAG_SELECTED;
}
TileEffectData::TileEffectData(const TileEffectConfig& cfg)
: efxtype(cfg.type), efxidx(cfg.index)
, grid(NULL), blend(BLEND_DEFAULT)
{
switch(cfg.type)
{
case EFX_WAVY:
{
float bity = 20; // FIXME
wavy.wavy.resize(cfg.u.wavy.segsy, 0.0f);
wavy.flip = cfg.u.wavy.flip;
wavy.min = bity;
wavy.max = bity*1.2f;
RenderGrid *g = new RenderGrid(2, cfg.u.wavy.segsy);
grid = g;
g->gridType = GRID_UNDEFINED; // by default it's GRID_WAVY, but that would reset during update
wavy.angleOffset = 0;
wavy.magnitude = 0;
wavy.lerpIn = 0;
wavy.hitPerc = 0;
wavy.effectMult = 0;
wavy.waving = false;
wavy.flip = false;
wavy.touching = false;
}
break;
case EFX_SEGS:
{
RenderGrid *g = new RenderGrid(cfg.u.segs.x, cfg.u.segs.y);
grid = g;
g->setSegs(cfg.u.segs.dgox, cfg.u.segs.dgoy, cfg.u.segs.dgmx, cfg.u.segs.dgmy, cfg.u.segs.dgtm, cfg.u.segs.dgo);
}
break;
case EFX_ALPHA:
{
alpha.x = cfg.u.alpha.val0;
alpha.interpolateTo(cfg.u.alpha.val1, cfg.u.alpha.time, -1, cfg.u.alpha.pingpong, cfg.u.alpha.ease);
blend = cfg.u.alpha.blend;
}
break;
}
}
TileEffectData::~TileEffectData()
{
delete grid;
}
void TileEffectData::Wavy::update(float dt)
{
if (touching)
{
touching = false;
float ramp = touchVel.getLength2D()/800.0f;
if (ramp < 0) ramp = 0;
if (ramp > 1) ramp = 1;
magnitude = 100 * ramp + 16;
if (touchVel.x < 0)
magnitude = -magnitude;
angleOffset = (hitPerc-0.5f)*PI;
wavySave = wavy;
lerpIn = 0;
}
if (waving)
{
// TODO: set waving=false if magnitude==0 ?
float spd = PI*1.1f;
float magRedSpd = 48;
float lerpSpd = 5.0;
float wavySz = float(wavy.size());
for (size_t i = 0; i < wavy.size(); i++)
{
float weight = float(i)/wavySz;
if (flip)
weight = 1.0f-weight;
if (weight < 0.125f)
weight *= 0.5f;
wavy[i] = sinf(angleOffset + (float(i)/wavySz)*PI)*(magnitude*effectMult)*weight;
if (!wavySave.empty())
{
if (lerpIn < 1)
wavy[i] = wavy[i] * lerpIn + (wavySave[i] * (1.0f-lerpIn));
}
}
if (lerpIn < 1)
{
lerpIn += dt*lerpSpd;
if (lerpIn > 1)
lerpIn = 1;
}
angleOffset += dt*spd;
if (magnitude > 0)
{
magnitude -= magRedSpd*dt;
if (magnitude < 0)
magnitude = 0;
}
else
{
magnitude += magRedSpd*dt;
if (magnitude > 0)
magnitude = 0;
}
}
}
void TileEffectData::update(float dt, const TileData *t)
{
switch(efxtype)
{
case EFX_WAVY:
wavy.update(dt);
if(const size_t N = wavy.wavy.size())
grid->setFromWavy(&wavy.wavy[0], N, t->et->w);
break;
case EFX_SEGS:
grid->update(dt);
break;
case EFX_ALPHA:
alpha.update(dt);
break;
}
}
void TileEffectData::doInteraction(const TileData& t, const Vector& pos, const Vector& vel, float mult, float touchWidth)
{
assert(efxtype == EFX_WAVY);
const Vector tp(t.x, t.y);
if (pos.x > tp.x-touchWidth && pos.x < tp.x+touchWidth)
{
float h = t.et->h*t.scaley;
float h2 = h * 0.5f;
if (pos.y < tp.y+h2 && pos.y > tp.y-h2)
{
wavy.touching = true;
wavy.waving = true;
float hitPerc = tp.y - h2 - pos.y;
hitPerc /= h;
hitPerc = (1.0f-hitPerc)-1.0f;
wavy.hitPerc = hitPerc;
wavy.touchVel = vel;
wavy.effectMult = mult;
}
}
}
void TileEffectStorage::assignEffect(TileData& t, int index) const
{
dropAttachments(t);
if(index < 0)
return;
size_t idx = size_t(index);
if(idx < prepared.size() && prepared[idx])
{
t.eff = prepared[idx];
}
else if(idx < configs.size())
{
t.eff = new TileEffectData(configs[idx]);
t.flags |= TILEFLAG_OWN_EFFDATA;
}
}
void TileEffectStorage::update(float dt)
{
for(size_t i = 0; i < prepared.size(); ++i)
if(TileEffectData *eff = prepared[i])
eff->update(dt, NULL);
}