mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2025-02-04 02:24:00 +00:00
Merge branch 'experimental' of file:///Users/User/code/coding/Aquaria_fg_clean into experimental
This commit is contained in:
commit
9a4a58a69f
13 changed files with 294 additions and 671 deletions
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@ -263,6 +263,7 @@ void AnimationEditor::applyState()
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addAction(MakeFunctionEvent(AnimationEditor, clearRot), KEY_R, 0);
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addAction(MakeFunctionEvent(AnimationEditor, clearPos), KEY_P, 0);
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addAction(MakeFunctionEvent(AnimationEditor, flipRot), KEY_D, 0);
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addAction(MakeFunctionEvent(AnimationEditor, toggleHideBone), KEY_N, 0);
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addAction(MakeFunctionEvent(AnimationEditor, copy), KEY_C, 0);
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addAction(MakeFunctionEvent(AnimationEditor, paste), KEY_V, 0);
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@ -1155,6 +1156,58 @@ void AnimationEditor::clearRot()
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}
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}
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void AnimationEditor::flipRot()
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{
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if (dsq->isNested()) return;
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updateEditingBone();
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if (editingBone)
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{
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if (!core->getShiftState())
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{
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BoneKeyframe *b = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx);
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if (b)
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{
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b->rot = -b->rot;
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}
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}
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else
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{
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BoneKeyframe *bcur = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx);
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if (bcur)
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{
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int rotdiff = editingBone->rotation.z - bcur->rot;
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if (!core->getCtrlState())
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{
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for (int i = 0; i < editSprite->getCurrentAnimation()->getNumKeyframes(); ++i)
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{
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BoneKeyframe *b = editSprite->getCurrentAnimation()->getKeyframe(i)->getBoneKeyframe(editingBone->boneIdx);
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if (b)
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{
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b->rot = -b->rot;
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}
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}
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}
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else
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{
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// all bones in all anims mode
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for (int a = 0; a < editSprite->animations.size(); ++a)
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{
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for (int i = 0; i < editSprite->animations[a].getNumKeyframes(); ++i)
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{
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BoneKeyframe *b = editSprite->animations[a].getKeyframe(i)->getBoneKeyframe(editingBone->boneIdx);
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if (b)
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{
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b->rot = -b->rot;
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}
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}
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}
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}
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}
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}
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}
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}
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void AnimationEditor::clearPos()
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{
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if (dsq->isNested()) return;
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@ -9,7 +9,7 @@
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#define AQUARIA_BUILD_CONSOLE 1
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#define AQUARIA_BUILD_SCENEEDITOR 1
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#define AQUARIA_CUSTOM_BUILD_ID ""
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#define AQUARIA_CUSTOM_BUILD_ID (" Build " __DATE__ " - " __TIME__)
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// If defined, this is shown instead of "Aquaria vx.x.x ..." on the title screen.
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//#define AQUARIA_OVERRIDE_VERSION_STRING "Aquaria OSE v1.000"
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@ -1629,7 +1629,7 @@ void Avatar::changeForm(FormType form, bool effects, bool onInit, FormType lastF
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break;
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}
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elementEffectMult = 1;
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state.abilityDelay = 0;
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formAbilityDelay = 0;
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dsq->continuity.form = form;
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@ -1731,6 +1731,7 @@ void Avatar::changeForm(FormType form, bool effects, bool onInit, FormType lastF
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collideRadius = COLLIDE_RADIUS_FISH;
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setCanLockToWall(false);
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setCollisionAvoidanceData(COLLIDE_RANGE_FISH, COLLIDE_MOD_FISH);
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elementEffectMult = 0.4f;
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}
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break;
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case FORM_SUN:
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@ -1780,6 +1781,7 @@ void Avatar::changeForm(FormType form, bool effects, bool onInit, FormType lastF
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setCanLockToWall(false);
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setCanBurst(false);
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setDamageTarget(DT_WALLHURT, false);
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elementEffectMult = 0;
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if (onInit)
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{
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@ -4076,6 +4078,7 @@ Avatar::Avatar() : Entity(), ActionMapper()
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_seeMapMode = SEE_MAP_DEFAULT;
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blockBackFlip = false;
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elementEffectMult = 1;
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}
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void Avatar::revert()
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@ -7133,6 +7136,16 @@ void Avatar::onUpdate(float dt)
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if(canCollideWithShots())
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dsq->game->handleShotCollisions(this, (activeAura == AURA_SHIELD));
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if(!core->particlesPaused && elementEffectMult > 0)
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{
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ElementUpdateList& elems = dsq->game->elementUpdateList;
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for (ElementUpdateList::iterator it = elems.begin(); it != elems.end(); ++it)
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{
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(*it)->doInteraction(this, elementEffectMult, 16);
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}
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}
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}
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@ -346,6 +346,7 @@ public:
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int leaches;
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float shieldPoints;
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float elementEffectMult;
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bool blockBackFlip;
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@ -359,7 +359,7 @@ ElementEffect DSQ::getElementEffectByIndex(int e)
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return empty;
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}
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/*
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Element *DSQ::getSolidElementNear(Vector pos, int rad)
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{
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Element *closestE = 0;
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@ -376,26 +376,12 @@ Element *DSQ::getSolidElementNear(Vector pos, int rad)
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}
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return closestE;
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}
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*/
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Vector DSQ::getCameraCenter()
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{
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return cameraPos; //+ Vector(400*(1.0f/core->globalScale.x),300*(1.0f/core->globalScale.x));
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}
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void DSQ::doScript(const std::string &script)
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{
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/*
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this->script.loadScriptFile(script);
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this->script.run("void main()");
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*/
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}
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void DSQ::print(int x, int y, const std::string &text)
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{
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// CTextDrawer::GetSingleton().PrintText(x, y, text.c_str());
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}
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void DSQ::centerMessage(const std::string &text, float y, int type)
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{
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Vector pos(400,y);
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@ -4559,6 +4545,7 @@ void DSQ::onUpdate(float dt)
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os << dsq->sound->getVolumeString() << std::endl;
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os << "runInBG: " << core->settings.runInBackground << " nested: " << core->getNestedMains() << std::endl;
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os << core->globalResolutionScale.x << ", " << core->globalResolutionScale.y << std::endl;
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os << "elemu: " << game->elementUpdateList.size() << " elemi: " << game->elementInteractionList.size() << std::endl;
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os << "Lua mem: " << scriptInterface.gcGetStats() << " KB" << std::endl;
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cmDebug->setText(os.str());
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@ -1270,10 +1270,7 @@ public:
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void setTexturePointers();
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void doScript(const std::string &script);
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void fade(float alpha, float time);
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void print(int x, int y, const std::string &text);
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void applyParallaxUserSettings();
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@ -1380,7 +1377,7 @@ public:
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std::string getDialogueFilename(const std::string &f);
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bool isShakingCamera();
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Element *getSolidElementNear(Vector pos, int rad);
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//Element *getSolidElementNear(Vector pos, int rad);
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std::string languagePack;
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@ -20,169 +20,150 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Element.h"
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#include "Game.h"
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#include "Avatar.h"
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ElementEffectData::ElementEffectData()
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: elementEffectIndex(-1)
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, wavyAngleOffset(0)
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, wavyMagnitude(0)
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, wavyLerpIn(0)
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, wavyMin(0)
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, wavyMax(0)
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, hitPerc(0)
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, effectMult(0)
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, wavyWaving(false)
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, wavyFlip(false)
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, touching(false)
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, elementEffectType(EFX_NONE)
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{
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}
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Element::Element() : Quad()
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{
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elementFlag = EF_NONE;
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wavyFlip = false;
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elementEffectIndex = -1;
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elementActive = true;
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bgLayer = 0;
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wavyAngleOffset=0;
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wavyMagnitude=0;
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wavyLerpIn=0;
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wavyWaving=false;
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wavyFlip=false;
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elementEffectType = 0;
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wavyRadius = 0;
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wavyMin = 0;
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wavyMax = 0;
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templateIdx = -1;
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eff = NULL;
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setStatic(true);
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}
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void Element::wavyPull(int to, int from, float dt)
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void Element::ensureEffectData()
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{
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Vector diff = wavy[to] - wavy[from];
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if (!diff.isZero())
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if (!eff)
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eff = new ElementEffectData;
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}
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void Element::freeEffectData()
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{
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if (eff)
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{
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diff.capLength2D(wavyMax);
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if (diff.isLength2DIn(wavyMin))
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{
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diff.setLength2D(wavyMin);
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}
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wavy[to] = wavy[from] + diff;
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delete eff;
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eff = NULL;
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}
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}
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void Element::doInteraction(Entity *ent, float mult, float touchWidth)
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{
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ElementEffectData *eff = this->eff;
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Vector pos = position;
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pos.y -= (height*scale.y)/2;
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float hitPerc=0;
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Vector p = ent->position;
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if (p.x > position.x-touchWidth && p.x < position.x+touchWidth)
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{
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float h2 = (height*scale.y)/2.0f;
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if (p.y < position.y+h2 && p.y > position.y-h2)
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{
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eff->touching = true;
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eff->wavyWaving = true;
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hitPerc = pos.y - p.y;
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hitPerc /= float(height*scale.y);
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hitPerc = (1.0f-hitPerc)-1.0f;
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eff->hitPerc = hitPerc;
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eff->touchVel = ent->vel;
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eff->effectMult = mult;
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return;
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}
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}
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//eff->touchVel = Vector(0, 0);
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//eff->hitPerc = 0;
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eff->touching = false;
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}
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void Element::updateEffects(float dt)
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{
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switch (elementEffectType)
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switch (eff->elementEffectType)
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{
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case EFX_ALPHA:
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alpha.update(dt);
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break;
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break;
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case EFX_WAVY:
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//debugLog("EXF_WAVY update");
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/// check player position
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{
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// if a big wavy doesn't work, this is probably why
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//if ((position - dsq->game->avatar->position).isLength2DIn(1024))
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//if ((position - ent->position).isLength2DIn(1024))
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{
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int touchIdx = -1;
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Vector pos = position;
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pos.y = position.y - (height*scale.y)/2;
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ElementEffectData *eff = this->eff;
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float hitPerc=0;
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Vector p = dsq->game->avatar->position;// + Vector(200,0);
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if (p.x > position.x-16 && p.x < position.x+16)
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if (eff->touching)
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{
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float h2 = (height*scale.y)/2.0f;
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if (p.y < position.y+h2 && p.y > position.y-h2)
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{
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touchIdx = 0;
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hitPerc = pos.y - p.y;
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hitPerc /= float(height*scale.y);
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hitPerc = (1.0f-hitPerc)-1.0f;
|
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|
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|
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//std::cout << "hit!\n";
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/*
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std::ostringstream os;
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os << "hit perc: " << hitPerc;
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debugLog(os.str());
|
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*/
|
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}
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}
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/*
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for (int i = 0; i < wavy.size()-1; i++)
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{
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if (isTouchingLine(wavy[0]+pos, wavy[i+1]+pos, dsq->game->avatar->position, wavyRadius))
|
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{
|
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//wavy[i+1] = dsq->game->avatar->position;
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touchIdx = i+1;
|
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break;
|
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}
|
||||
}
|
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*/
|
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|
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if (touchIdx != -1)
|
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{
|
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// start pull
|
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wavyWaving = true;
|
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wavyAngleOffset = 0;
|
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float ramp = dsq->game->avatar->vel.getLength2D()/800.0f;
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float ramp = eff->touchVel.getLength2D()/800.0f;
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if (ramp < 0) ramp = 0;
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if (ramp > 1) ramp = 1;
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|
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wavyMagnitude = 100 * ramp + 16;
|
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eff->wavyMagnitude = 100 * ramp + 16;
|
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|
||||
if (dsq->game->avatar->vel.x < 0)
|
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wavyMagnitude = -wavyMagnitude;
|
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if (eff->touchVel.x < 0)
|
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eff->wavyMagnitude = -eff->wavyMagnitude;
|
||||
|
||||
/*
|
||||
if (hitPerc > 0.35f)
|
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wavyMagnitude = -wavyMagnitude;
|
||||
*/
|
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eff->wavyAngleOffset = (eff->hitPerc-0.5f)*PI;
|
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|
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wavyAngleOffset = (hitPerc-0.5f)*PI;
|
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|
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wavySave = wavy;
|
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wavyLerpIn = 0;
|
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eff->wavySave = eff->wavy;
|
||||
eff->wavyLerpIn = 0;
|
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}
|
||||
|
||||
if (wavyWaving)
|
||||
if (eff->wavyWaving)
|
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{
|
||||
/*
|
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float wavyMagnitude = wavyMagnitude;
|
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if (dsq->continuity.form == FORM_FISH)
|
||||
wavyMagnitude *= 0.1f;
|
||||
*/
|
||||
float wavyMagMult = 1;
|
||||
|
||||
if (dsq->continuity.form == FORM_FISH)
|
||||
wavyMagMult = 0.4;
|
||||
|
||||
float spd = PI*1.1f;
|
||||
float magRedSpd = 48;
|
||||
float lerpSpd = 5.0;
|
||||
for (int i = 0; i < wavy.size(); i++)
|
||||
float wavySz = float(eff->wavy.size());
|
||||
for (int i = 0; i < eff->wavy.size(); i++)
|
||||
{
|
||||
float weight = float(i)/float(wavy.size());
|
||||
if (wavyFlip)
|
||||
float weight = float(i)/wavySz;
|
||||
if (eff->wavyFlip)
|
||||
weight = 1.0f-weight;
|
||||
if (weight < 0.125f)
|
||||
weight *= 0.5f;
|
||||
wavy[i].x = sinf(wavyAngleOffset + (float(i)/float(wavy.size()))*PI)*float(wavyMagnitude*wavyMagMult)*weight;
|
||||
if (!wavySave.empty())
|
||||
eff->wavy[i].x = sinf(eff->wavyAngleOffset + (float(i)/wavySz)*PI)*float(eff->wavyMagnitude*eff->effectMult)*weight;
|
||||
if (!eff->wavySave.empty())
|
||||
{
|
||||
if (wavyLerpIn < 1)
|
||||
wavy[i].x = wavy[i].x*wavyLerpIn + (wavySave[i].x*(1.0f-wavyLerpIn));
|
||||
if (eff->wavyLerpIn < 1)
|
||||
eff->wavy[i].x = eff->wavy[i].x*eff->wavyLerpIn + (eff->wavySave[i].x*(1.0f-eff->wavyLerpIn));
|
||||
}
|
||||
}
|
||||
|
||||
if (wavyLerpIn < 1)
|
||||
if (eff->wavyLerpIn < 1)
|
||||
{
|
||||
wavyLerpIn += dt*lerpSpd;
|
||||
if (wavyLerpIn > 1)
|
||||
wavyLerpIn = 1;
|
||||
eff->wavyLerpIn += dt*lerpSpd;
|
||||
if (eff->wavyLerpIn > 1)
|
||||
eff->wavyLerpIn = 1;
|
||||
}
|
||||
wavyAngleOffset += dt*spd;
|
||||
if (wavyMagnitude > 0)
|
||||
eff->wavyAngleOffset += dt*spd;
|
||||
if (eff->wavyMagnitude > 0)
|
||||
{
|
||||
wavyMagnitude -= magRedSpd*dt;
|
||||
if (wavyMagnitude < 0)
|
||||
wavyMagnitude = 0;
|
||||
eff->wavyMagnitude -= magRedSpd*dt;
|
||||
if (eff->wavyMagnitude < 0)
|
||||
eff->wavyMagnitude = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
wavyMagnitude += magRedSpd*dt;
|
||||
if (wavyMagnitude > 0)
|
||||
wavyMagnitude = 0;
|
||||
eff->wavyMagnitude += magRedSpd*dt;
|
||||
if (eff->wavyMagnitude > 0)
|
||||
eff->wavyMagnitude = 0;
|
||||
}
|
||||
|
||||
//std::cout << "setting grid from wav w/ wavyWaving\n";
|
||||
|
@ -194,24 +175,6 @@ void Element::updateEffects(float dt)
|
|||
//std::cout << "not waving";
|
||||
setGridFromWavy();
|
||||
}
|
||||
/*
|
||||
for (int i = touchIdx; i < wavy.size()-1; i++)
|
||||
{
|
||||
wavyPull(i, i+1, dt);
|
||||
}
|
||||
for (int i = touchIdx; i >= 0; i--)
|
||||
{
|
||||
wavyPull(i, i-1, dt);
|
||||
}
|
||||
*/
|
||||
|
||||
// normal down pull
|
||||
/*
|
||||
for (int i = 0; i < wavy.size()-1; i++)
|
||||
{
|
||||
wavyPull(i, i+1, dt);
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
@ -224,16 +187,16 @@ void Element::update(float dt)
|
|||
if (!core->particlesPaused)
|
||||
{
|
||||
updateLife(dt);
|
||||
updateEffects(dt);
|
||||
if (eff)
|
||||
updateEffects(dt);
|
||||
if (drawGrid)
|
||||
updateGrid(dt);
|
||||
}
|
||||
|
||||
// updateCullVariables();
|
||||
}
|
||||
|
||||
Element::~Element()
|
||||
{
|
||||
freeEffectData();
|
||||
}
|
||||
|
||||
void Element::destroy()
|
||||
|
@ -243,7 +206,7 @@ void Element::destroy()
|
|||
|
||||
int Element::getElementEffectIndex()
|
||||
{
|
||||
return elementEffectIndex;
|
||||
return eff ? eff->elementEffectIndex : -1;
|
||||
}
|
||||
|
||||
void Element::setGridFromWavy()
|
||||
|
@ -251,16 +214,18 @@ void Element::setGridFromWavy()
|
|||
if (drawGrid)
|
||||
{
|
||||
//std::cout << "set grid from wavy (" << xDivs << ", " << yDivs << ")\n"
|
||||
|
||||
const float w = float(getWidth());
|
||||
for (int x = 0; x < xDivs-1; x++)
|
||||
{
|
||||
for (int y = 0; y < yDivs; y++)
|
||||
{
|
||||
int wavy_y = (yDivs - y)-1;
|
||||
if (wavy_y < wavy.size())
|
||||
const int wavy_y = (yDivs - y)-1;
|
||||
const float tmp = eff->wavy[wavy_y].x / w;
|
||||
if (wavy_y < eff->wavy.size())
|
||||
{
|
||||
drawGrid[x][y].x = (wavy[wavy_y].x/float(getWidth()) - 0.5f);
|
||||
drawGrid[x+1][y].x = (wavy[wavy_y].x/float(getWidth()) + 0.5f);
|
||||
|
||||
drawGrid[x][y].x = tmp - 0.5f;
|
||||
drawGrid[x+1][y].x = tmp + 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -279,9 +244,9 @@ void Element::setElementEffectByIndex(int eidx)
|
|||
alpha.stop();
|
||||
alpha = 1;
|
||||
|
||||
elementEffectIndex = eidx;
|
||||
|
||||
ElementEffect e = dsq->getElementEffectByIndex(eidx);
|
||||
if(e.type != EFX_NONE)
|
||||
ensureEffectData();
|
||||
|
||||
switch(e.type)
|
||||
{
|
||||
|
@ -305,37 +270,32 @@ void Element::setElementEffectByIndex(int eidx)
|
|||
sprintf(buf, "setting wavy segsy: %d radius: %d min: %d max: %d", e.segsy, e.wavy_radius, e.wavy_min, e.wavy_max);
|
||||
debugLog(buf);
|
||||
*/
|
||||
wavy.resize(e.segsy);
|
||||
eff->wavy.resize(e.segsy);
|
||||
float bity = float(getHeight())/float(e.segsy);
|
||||
for (int i = 0; i < wavy.size(); i++)
|
||||
for (int i = 0; i < eff->wavy.size(); i++)
|
||||
{
|
||||
wavy[i] = Vector(0, -(i*bity));
|
||||
eff->wavy[i] = Vector(0, -(i*bity));
|
||||
}
|
||||
//wavySave = wavy;
|
||||
wavyRadius = e.wavy_radius;
|
||||
wavyFlip = e.wavy_flip;
|
||||
wavyMin = bity;
|
||||
wavyMax = bity*1.2f;
|
||||
|
||||
//wavyRadius = 8;
|
||||
eff->wavyFlip = e.wavy_flip;
|
||||
eff->wavyMin = bity;
|
||||
eff->wavyMax = bity*1.2f;
|
||||
|
||||
createGrid(2, e.segsy);
|
||||
|
||||
setGridFromWavy();
|
||||
|
||||
//createGrid(8,8);
|
||||
/*
|
||||
wavyMin = e.wavy_min;
|
||||
wavyMax = e.wavy_max;
|
||||
*/
|
||||
setStatic(false);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
freeEffectData();
|
||||
setStatic(true);
|
||||
break;
|
||||
}
|
||||
elementEffectType = e.type;
|
||||
|
||||
if (eff)
|
||||
{
|
||||
eff->elementEffectIndex = eidx;
|
||||
eff->elementEffectType = e.type;
|
||||
}
|
||||
}
|
||||
|
||||
void Element::render()
|
||||
|
@ -364,32 +324,8 @@ void Element::render()
|
|||
}
|
||||
#endif
|
||||
|
||||
if (this->elementEffectType == EFX_WAVY)
|
||||
{
|
||||
//debugLog("rendering efx_wavy");
|
||||
}
|
||||
|
||||
Quad::render();
|
||||
|
||||
/*
|
||||
if (!wavy.empty())
|
||||
{
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
Vector pos = position;
|
||||
pos.y = position.y + (getHeight()*scale.y)/2.0f;
|
||||
glBegin(GL_LINES);
|
||||
for (int i = 0; i < wavy.size()-1; i++)
|
||||
{
|
||||
glColor4f(1, 0, 0, 1);
|
||||
glVertex3f(wavy[i].x+pos.x, wavy[i].y+pos.y, 0);
|
||||
glVertex3f(wavy[i+1].x+pos.x, wavy[i+1].y+pos.y, 0);
|
||||
}
|
||||
glEnd();
|
||||
glEnable(GL_BLEND);
|
||||
}
|
||||
*/
|
||||
|
||||
renderBorder = false;
|
||||
}
|
||||
|
||||
|
@ -416,19 +352,3 @@ void Element::fillGrid()
|
|||
}
|
||||
}
|
||||
|
||||
// override this functionality as needed
|
||||
bool Element::canSeeAvatar(Avatar *avatar)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Element::isActive()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
float Element::getSortDepth()
|
||||
{
|
||||
return Quad::getSortDepth() - bgLayer*0.01f;
|
||||
}
|
||||
|
||||
|
|
|
@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
|
||||
#include "../BBGE/Quad.h"
|
||||
|
||||
class Avatar;
|
||||
class Entity;
|
||||
|
||||
|
||||
enum ElementFlag
|
||||
|
@ -42,50 +42,48 @@ enum ElementFlag
|
|||
*/
|
||||
};
|
||||
|
||||
struct ElementEffectData
|
||||
{
|
||||
ElementEffectData();
|
||||
|
||||
int elementEffectType;
|
||||
float wavyAngleOffset, wavyMagnitude, wavyLerpIn;
|
||||
float wavyMin, wavyMax;
|
||||
float hitPerc, effectMult;
|
||||
bool wavyWaving, wavyFlip, touching;
|
||||
Vector touchVel;
|
||||
std::vector<Vector> wavy, wavySave;
|
||||
int elementEffectIndex; // used by editor only
|
||||
};
|
||||
|
||||
class Element : public Quad
|
||||
{
|
||||
public:
|
||||
Element();
|
||||
~Element();
|
||||
void destroy();
|
||||
//void interact(Interaction::Type interactionType, Avatar *avatar);
|
||||
bool canSeeAvatar(Avatar *avatar);
|
||||
void update(float dt);
|
||||
bool isActive();
|
||||
//InteractionContainer interactions;
|
||||
int templateIdx;
|
||||
int bgLayer;
|
||||
Element *bgLayerNext;
|
||||
float getSortDepth();
|
||||
void render();
|
||||
//Flags elementFlags;
|
||||
ElementFlag elementFlag;
|
||||
void fillGrid();
|
||||
bool isElementActive() { return elementActive; }
|
||||
int getElementEffectIndex();
|
||||
void setElementEffectByIndex(int e);
|
||||
void setElementActive(bool v) { elementActive = v; }
|
||||
void doInteraction(Entity *ent, float mult, float touchWidth);
|
||||
protected:
|
||||
void ensureEffectData();
|
||||
void freeEffectData();
|
||||
void setGridFromWavy();
|
||||
float wavyAngleOffset, wavyMagnitude, wavyLerpIn;
|
||||
bool wavyWaving, wavyFlip;
|
||||
void wavyPull(int to, int from, float dt);
|
||||
std::vector<Vector> wavy, wavySave;
|
||||
float wavyRadius, wavyMin, wavyMax;
|
||||
ElementEffectData *eff;
|
||||
|
||||
void updateEffects(float dt);
|
||||
int elementEffectIndex, elementEffectType;
|
||||
|
||||
bool elementActive;
|
||||
};
|
||||
/*
|
||||
class BoxElement : public Element
|
||||
{
|
||||
public:
|
||||
BoxElement(int width, int height);
|
||||
//bool isOnScreen();
|
||||
protected:
|
||||
int ww,hh;
|
||||
};
|
||||
*/
|
||||
|
||||
typedef std::vector<Element*> ElementContainer;
|
||||
|
||||
|
|
|
@ -5789,6 +5789,7 @@ void Game::rebuildElementUpdateList()
|
|||
dsq->getRenderObjectLayer(i)->update = false;
|
||||
|
||||
elementUpdateList.clear();
|
||||
elementInteractionList.clear();
|
||||
for (int i = 0; i < dsq->getNumElements(); i++)
|
||||
//for (int i = LR_ELEMENTS1; i <= LR_ELEMENTS8; i++)
|
||||
{
|
||||
|
@ -5800,6 +5801,11 @@ void Game::rebuildElementUpdateList()
|
|||
{
|
||||
elementUpdateList.push_back(e);
|
||||
}
|
||||
ElementEffect ee = dsq->getElementEffectByIndex(e->getElementEffectIndex());
|
||||
if(ee.type == EFX_WAVY)
|
||||
{
|
||||
elementInteractionList.push_back(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -341,12 +341,6 @@ enum EditorStates
|
|||
ES_MAX
|
||||
};
|
||||
|
||||
enum SelectionType
|
||||
{
|
||||
ST_SINGLE =0,
|
||||
ST_MULTIPLE ,
|
||||
ST_MAX
|
||||
};
|
||||
#endif
|
||||
|
||||
class EntityClass
|
||||
|
@ -444,9 +438,6 @@ public:
|
|||
|
||||
EditTypes editType;
|
||||
EditorStates state;
|
||||
Quad *target;
|
||||
|
||||
|
||||
|
||||
Element *getElementAtCursor();
|
||||
Entity *getEntityAtCursor();
|
||||
|
@ -459,7 +450,6 @@ public:
|
|||
Element *editingElement;
|
||||
Entity *editingEntity;
|
||||
Path *editingPath;
|
||||
SelectionType selectionType;
|
||||
|
||||
void toggleWarpAreaRender();
|
||||
int selectedIdx;
|
||||
|
@ -521,19 +511,15 @@ protected:
|
|||
void editModeElements();
|
||||
void editModeEntities();
|
||||
void editModePaths();
|
||||
int selectedType, possibleSelectedType;
|
||||
|
||||
void deleteSelected();
|
||||
void cloneSelectedElement();
|
||||
void cloneSelectedElementInput();
|
||||
void enterScaleState();
|
||||
void enterRotateState();
|
||||
void enterMoveState();
|
||||
|
||||
Vector oldPosition, oldRotation, oldScale, cursorOffset;
|
||||
|
||||
RenderObject *getSelectedRenderObject();
|
||||
|
||||
Entity *movingEntity;
|
||||
void updateDrawingWarpArea(char c, int k);
|
||||
char drawingWarpArea;
|
||||
|
@ -582,7 +568,7 @@ protected:
|
|||
typedef std::vector<Quad*> QuadList;
|
||||
typedef std::vector<QuadList> QuadArray;
|
||||
|
||||
typedef std::list<Element*> ElementUpdateList;
|
||||
typedef std::vector<Element*> ElementUpdateList;
|
||||
|
||||
// Note: although this is a bitmask, only one of these values may be set at a time!
|
||||
enum ObsType
|
||||
|
@ -975,6 +961,7 @@ public:
|
|||
GridRender *gridRender, *gridRender2, *gridRender3, *edgeRender, *gridRenderEnt;
|
||||
void toggleGridRender();
|
||||
ElementUpdateList elementUpdateList;
|
||||
ElementUpdateList elementInteractionList;
|
||||
|
||||
bool invinciblity;
|
||||
|
||||
|
|
|
@ -574,20 +574,12 @@ void SceneEditor::init()
|
|||
selectedElements.clear();
|
||||
autoSaveTimer = 0;
|
||||
skinMinX = skinMinY = skinMaxX = skinMaxY = -1;
|
||||
selectionType = ST_SINGLE;
|
||||
editingElement = 0;
|
||||
editingEntity = 0;
|
||||
pathRender = new PathRender();
|
||||
core->getTopStateData()->addRenderObject(pathRender, LR_DEBUG_TEXT);
|
||||
pathRender->alpha = 0;
|
||||
|
||||
selectedType = -1;
|
||||
possibleSelectedType = -1;
|
||||
|
||||
target = new Quad;
|
||||
//target->setTexture("target");
|
||||
core->getTopStateData()->addRenderObject(target, LR_HUD);
|
||||
target->alpha = 0;
|
||||
editType = ET_ELEMENTS;
|
||||
state = ES_SELECTING;
|
||||
drawingWarpArea = 'N';
|
||||
|
@ -1026,7 +1018,6 @@ void SceneEditor::moveToBack()
|
|||
void SceneEditor::editModeElements()
|
||||
{
|
||||
selectedIdx = -1;
|
||||
target->alpha.interpolateTo(0, 0.5);
|
||||
editType = ET_ELEMENTS;
|
||||
if (curElement < dsq->game->elementTemplates.size())
|
||||
{
|
||||
|
@ -1035,6 +1026,8 @@ void SceneEditor::editModeElements()
|
|||
}
|
||||
placer->alpha = 0.5;
|
||||
pathRender->alpha = 0;
|
||||
editingEntity = NULL;
|
||||
editingPath = NULL;
|
||||
}
|
||||
|
||||
void SceneEditor::editModeEntities()
|
||||
|
@ -1048,15 +1041,20 @@ void SceneEditor::editModeEntities()
|
|||
placer->setTexture(selectedEntity.prevGfx);
|
||||
placer->alpha = 0.5;
|
||||
pathRender->alpha = 0;
|
||||
selectedElements.clear();
|
||||
editingElement = NULL;
|
||||
editingPath = NULL;
|
||||
}
|
||||
|
||||
void SceneEditor::editModePaths()
|
||||
{
|
||||
selectedIdx = -1;
|
||||
target->alpha.interpolateTo(0, 0.5);
|
||||
editType = ET_PATHS;
|
||||
placer->alpha = 0;
|
||||
pathRender->alpha = 0.5;
|
||||
selectedElements.clear();
|
||||
editingElement = NULL;
|
||||
editingEntity = NULL;
|
||||
}
|
||||
|
||||
Element *SceneEditor::getElementAtCursor()
|
||||
|
@ -1128,23 +1126,6 @@ void SceneEditor::deleteSelected()
|
|||
editingElement = 0;
|
||||
dsq->game->reconstructGrid();
|
||||
}
|
||||
/*
|
||||
RenderObject *r = getSelectedRenderObject();
|
||||
if (r)
|
||||
{
|
||||
if (dynamic_cast<Element*>(r))
|
||||
{
|
||||
deleteSelectedElement();
|
||||
}
|
||||
Entity *ent = 0;
|
||||
if (ent=dynamic_cast<Entity*>(r))
|
||||
{
|
||||
dsq->game->removeEntity(ent);
|
||||
//removeEntity();
|
||||
}
|
||||
selectedIdx = -1;
|
||||
}
|
||||
*/
|
||||
}
|
||||
else if (editType == ET_ENTITIES)
|
||||
{
|
||||
|
@ -1218,23 +1199,6 @@ void SceneEditor::updateSaveFileEnemyPosition(Entity *ent)
|
|||
|
||||
}
|
||||
|
||||
RenderObject *SceneEditor::getSelectedRenderObject()
|
||||
{
|
||||
if (editType == ET_ELEMENTS)
|
||||
{
|
||||
if (selectedIdx > -1)
|
||||
{
|
||||
if (selectedType == 0)
|
||||
return dsq->getElement(selectedIdx);
|
||||
/*
|
||||
else if (selectedType == 1)
|
||||
return dsq->entities[selectedIdx];
|
||||
*/
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void SceneEditor::checkForRebuild()
|
||||
{
|
||||
if (editType == ET_ELEMENTS && state != ES_SELECTING && !selectedElements.empty())
|
||||
|
@ -1276,14 +1240,6 @@ void SceneEditor::exitMoveState()
|
|||
|
||||
void SceneEditor::enterMoveState()
|
||||
{
|
||||
/*
|
||||
if (editType == ET_ELEMENTS && state == ES_SELECTING && selectedIdx > -1)
|
||||
{
|
||||
state = ES_MOVING;
|
||||
oldPosition = getSelectedRenderObject()->position;
|
||||
cursorOffset = getSelectedRenderObject()->position - dsq->getGameCursorPosition();
|
||||
}
|
||||
*/
|
||||
if (state != ES_SELECTING) return;
|
||||
state = ES_MOVING;
|
||||
if (editType == ET_ELEMENTS)
|
||||
|
@ -1324,16 +1280,6 @@ void SceneEditor::enterMoveState()
|
|||
|
||||
void SceneEditor::enterRotateState()
|
||||
{
|
||||
/*
|
||||
if (editType == ET_ELEMENTS && state == ES_SELECTING && selectedIdx > -1)
|
||||
{
|
||||
state = ES_ROTATING;
|
||||
oldRotation = getSelectedRenderObject()->rotation;
|
||||
//cursorOffset = getSelectedRenderObject()->position - dsq->getGameCursorPosition();
|
||||
//cursorOffset = Vector(0,0);
|
||||
cursorOffset = dsq->getGameCursorPosition();
|
||||
}
|
||||
*/
|
||||
if (state != ES_SELECTING) return;
|
||||
if (editType == ET_ENTITIES)
|
||||
{
|
||||
|
@ -1365,8 +1311,6 @@ void SceneEditor::enterRotateState()
|
|||
{
|
||||
state = ES_ROTATING;
|
||||
oldRotation = editingElement->rotation;
|
||||
//cursorOffset = getSelectedRenderObject()->position - dsq->getGameCursorPosition();
|
||||
//cursorOffset = Vector(0,0);
|
||||
cursorOffset = dsq->getGameCursorPosition();
|
||||
}
|
||||
}
|
||||
|
@ -1374,15 +1318,6 @@ void SceneEditor::enterRotateState()
|
|||
|
||||
void SceneEditor::enterScaleState()
|
||||
{
|
||||
/*
|
||||
if (editType == ET_ELEMENTS && state == ES_SELECTING && selectedIdx > -1)
|
||||
{
|
||||
state = ES_SCALING;
|
||||
oldScale = getSelectedRenderObject()->scale;
|
||||
//cursorOffset = getSelectedRenderObject()->position - dsq->getGameCursorPosition();
|
||||
cursorOffset = dsq->getGameCursorPosition();
|
||||
}
|
||||
*/
|
||||
if (state != ES_SELECTING) return;
|
||||
if (editType == ET_ELEMENTS)
|
||||
{
|
||||
|
@ -1523,41 +1458,11 @@ void SceneEditor::mouseButtonRightUp()
|
|||
//dsq->game->reconstructGrid();
|
||||
}
|
||||
|
||||
/*
|
||||
void SceneEditor::toggleElementFlag1()
|
||||
{
|
||||
if (editingElement)
|
||||
{
|
||||
editingElement->setFlag("");
|
||||
}
|
||||
}
|
||||
|
||||
void SceneEditor::toggleElementFlag2()
|
||||
{
|
||||
}
|
||||
|
||||
void SceneEditor::toggleElementFlag3()
|
||||
{
|
||||
}
|
||||
|
||||
void SceneEditor::toggleElementFlag4()
|
||||
{
|
||||
}
|
||||
|
||||
void SceneEditor::toggleElementFlag5()
|
||||
{
|
||||
}
|
||||
*/
|
||||
|
||||
void SceneEditor::toggleElementSolid()
|
||||
{
|
||||
if (editingElement)
|
||||
{
|
||||
/*
|
||||
TileVector t(editingElement->position);
|
||||
editingElement->position = t.worldVector();
|
||||
*/
|
||||
|
||||
switch(editingElement->elementFlag)
|
||||
{
|
||||
default:
|
||||
|
@ -1623,35 +1528,6 @@ void SceneEditor::mouseButtonLeft()
|
|||
enterMoveState();
|
||||
}
|
||||
}
|
||||
/*
|
||||
if (!selectedElements.empty())
|
||||
{
|
||||
enterMoveState();
|
||||
}
|
||||
*/
|
||||
/*
|
||||
if (state == ES_MOVING || state == ES_ROTATING || state == ES_SCALING)
|
||||
{
|
||||
if (selectedIdx != -1)
|
||||
{
|
||||
if (selectedType == 1)
|
||||
{
|
||||
RenderObject *r = getSelectedRenderObject();
|
||||
Entity *e = dynamic_cast<Entity*>(r);
|
||||
if (e)
|
||||
{
|
||||
updateSaveFileEnemyPosition(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
state = ES_SELECTING;
|
||||
//selectedIdx = -1;
|
||||
}
|
||||
else if (state == ES_SELECTING)
|
||||
{
|
||||
placeElement();
|
||||
}
|
||||
*/
|
||||
}
|
||||
else if (editType == ET_ENTITIES)
|
||||
{
|
||||
|
@ -1685,29 +1561,6 @@ void SceneEditor::mouseButtonLeft()
|
|||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
else if (selectedIdx != -1)
|
||||
{
|
||||
if (selectedIdx >= 0 && selectedIdx < dsq->game->getNumPaths())
|
||||
{
|
||||
Path *p = dsq->game->getPath(selectedIdx);
|
||||
PathNode n;
|
||||
n.position = dsq->getGameCursorPosition();
|
||||
p->nodes.push_back(n);
|
||||
}
|
||||
}
|
||||
else if (selectedIdx != -1)
|
||||
{
|
||||
if (selectedIdx >= 0 && selectedIdx < dsq->game->getNumPaths())
|
||||
{
|
||||
Path *p = dsq->game->getPath(selectedIdx);
|
||||
p->nodes[selectedNode] =
|
||||
PathNode n;
|
||||
n.position = dsq->getGameCursorPosition();
|
||||
p->nodes.push_back(n);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1746,27 +1599,6 @@ void SceneEditor::mouseButtonRight()
|
|||
else
|
||||
enterRotateState();
|
||||
}
|
||||
/*
|
||||
switch(state)
|
||||
{
|
||||
case ES_SELECTING:
|
||||
selectedType = possibleSelectedType;
|
||||
selectedIdx = possibleSelectedIdx;
|
||||
break;
|
||||
case ES_MOVING:
|
||||
getSelectedRenderObject()->position = oldPosition;
|
||||
state = ES_SELECTING;
|
||||
break;
|
||||
case ES_ROTATING:
|
||||
getSelectedRenderObject()->rotation = oldRotation;
|
||||
state = ES_SELECTING;
|
||||
break;
|
||||
case ES_SCALING:
|
||||
getSelectedRenderObject()->scale = oldScale;
|
||||
state = ES_SELECTING;
|
||||
break;
|
||||
}
|
||||
*/
|
||||
}
|
||||
if (editType == ET_ELEMENTS && state == ES_MOVING)
|
||||
{
|
||||
|
@ -1875,11 +1707,6 @@ void SceneEditor::skinLevel(pngRawInfo *png, int minX, int minY, int maxX, int m
|
|||
{
|
||||
e->safeKill();
|
||||
deleteElements.push_back(e);
|
||||
/*
|
||||
e->setLife(0.1);
|
||||
e->setDecayRate(1);
|
||||
deleteElements.push_back(e);
|
||||
*/
|
||||
}
|
||||
}
|
||||
for (i = 0; i < deleteElements.size(); i++)
|
||||
|
@ -2260,14 +2087,6 @@ void SceneEditor::generateLevel()
|
|||
}
|
||||
|
||||
dsq->game->addObsRow(rows[i].x1/TILE_SIZE, rows[i].y/TILE_SIZE, w/TILE_SIZE);
|
||||
/*
|
||||
BoxElement *box = new BoxElement(w,h);
|
||||
|
||||
box->position = Vector(rows[i].x1 + int(w/2), useY);
|
||||
box->position.z = boxElementZ;
|
||||
dsq->game->addRenderObject(box, BLACKGROUND);
|
||||
dsq->elements.push_back(box);
|
||||
*/
|
||||
}
|
||||
|
||||
dsq->game->reconstructGrid(true);
|
||||
|
@ -2358,6 +2177,9 @@ void SceneEditor::scaleElement1()
|
|||
|
||||
void SceneEditor::flipElementHorz()
|
||||
{
|
||||
if (editType != ET_ELEMENTS)
|
||||
return;
|
||||
|
||||
if (editingElement)
|
||||
editingElement->flipHorizontal();
|
||||
else
|
||||
|
@ -2366,6 +2188,9 @@ void SceneEditor::flipElementHorz()
|
|||
|
||||
void SceneEditor::flipElementVert()
|
||||
{
|
||||
if (editType != ET_ELEMENTS)
|
||||
return;
|
||||
|
||||
if (editingElement)
|
||||
editingElement->flipVertical();
|
||||
else
|
||||
|
@ -2687,8 +2512,6 @@ void prevEntityPage()
|
|||
createEntityPage();
|
||||
}
|
||||
|
||||
//page = game->entityGroups.begin();
|
||||
|
||||
void SceneEditor::selectEntityFromGroups()
|
||||
{
|
||||
createEntityPage();
|
||||
|
@ -2697,24 +2520,11 @@ void SceneEditor::selectEntityFromGroups()
|
|||
se_changedEntityType = false;
|
||||
editType = ET_SELECTENTITY;
|
||||
|
||||
|
||||
//bool done = false;
|
||||
//bool mbrd = false;
|
||||
bool mbld = false;
|
||||
bool ld = false, rd = false;
|
||||
ld = core->getKeyState(KEY_E);
|
||||
while (!se_changedEntityType)
|
||||
{
|
||||
/*
|
||||
if (core->mouse.buttons.right && !mbrd)
|
||||
mbrd = true;
|
||||
else if (!core->mouse.buttons.right && mbrd)
|
||||
{
|
||||
mbrd = false;
|
||||
nextEntityPage();
|
||||
}
|
||||
*/
|
||||
|
||||
if (core->mouse.buttons.left && !mbld)
|
||||
mbld = true;
|
||||
else if (!core->mouse.buttons.left && mbld)
|
||||
|
@ -2831,26 +2641,7 @@ void SceneEditor::nextElement()
|
|||
return;
|
||||
}
|
||||
|
||||
if (editType == ET_ENTITIES)
|
||||
{
|
||||
/*
|
||||
if (editingEntity)
|
||||
{
|
||||
// swap entity type up (somehow)
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
curEntity++;
|
||||
|
||||
if (curEntity >= dsq->game->entityTypeList.size())
|
||||
curEntity = 0;
|
||||
|
||||
updateEntityPlacer();
|
||||
}
|
||||
*/
|
||||
}
|
||||
else if (editType == ET_ELEMENTS)
|
||||
if (editType == ET_ELEMENTS)
|
||||
{
|
||||
if (dsq->game->elementTemplates.empty()) return;
|
||||
if (core->getCtrlState())
|
||||
|
@ -2888,7 +2679,6 @@ void SceneEditor::nextElement()
|
|||
|
||||
if (dsq->game->elementTemplates[curElement].idx < 1024)
|
||||
{
|
||||
//int idx = dsq->game->elementTemplates[curElement].idx;
|
||||
placer->setTexture(dsq->game->elementTemplates[curElement].gfx);
|
||||
}
|
||||
else
|
||||
|
@ -2912,28 +2702,8 @@ void SceneEditor::prevElement()
|
|||
return;
|
||||
}
|
||||
}
|
||||
if (editType == ET_ENTITIES)
|
||||
{
|
||||
/*
|
||||
if (editingEntity)
|
||||
{
|
||||
// swap entity type up (somehow)
|
||||
}
|
||||
else
|
||||
{
|
||||
curEntity--;
|
||||
|
||||
if (curEntity < 0)
|
||||
curEntity = dsq->game->entityTypeList.size()-1;
|
||||
|
||||
updateEntityPlacer();
|
||||
|
||||
|
||||
//dsq->game->entityTypeList
|
||||
}
|
||||
*/
|
||||
}
|
||||
else if (editType == ET_ELEMENTS)
|
||||
if (editType == ET_ELEMENTS)
|
||||
{
|
||||
if (dsq->game->elementTemplates.empty()) return;
|
||||
if (!selectedElements.empty())
|
||||
|
@ -2967,7 +2737,6 @@ void SceneEditor::doPrevElement()
|
|||
|
||||
if (dsq->game->elementTemplates[curElement].idx < 1024)
|
||||
{
|
||||
//int idx = dsq->game->elementTemplates[curElement].idx;
|
||||
placer->setTexture(dsq->game->elementTemplates[curElement].gfx);
|
||||
}
|
||||
else
|
||||
|
@ -2997,29 +2766,6 @@ void SceneEditor::moveLayer()
|
|||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
int realLayer1 = LR_ELEMENTS1 + fromLayer, realLayer2 = LR_ELEMENTS1 + toLayer;
|
||||
std::vector<RenderObject*> move;
|
||||
for (int i = 0; i < dsq->renderObjectLayers[realLayer1].renderObjects.size(); i++)
|
||||
{
|
||||
RenderObject *r = dsq->renderObjectLayers[realLayer1].renderObjects[i];
|
||||
if (r)
|
||||
{
|
||||
move.push_back(r);
|
||||
core->removeRenderObject(r, Core::DO_NOT_DESTROY_RENDER_OBJECT);
|
||||
//dsq->renderObjectLayers[realLayer1].renderObjects[i] = 0;
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < move.size(); i++)
|
||||
{
|
||||
RenderObject *r = move[i];
|
||||
if (r)
|
||||
{
|
||||
r->layer = realLayer2;
|
||||
dsq->addRenderObject(r, realLayer2);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3070,8 +2816,6 @@ void SceneEditor::placeElement()
|
|||
{
|
||||
if (!core->getShiftState() && !core->getKeyState(KEY_LALT) && !drawingBox)
|
||||
{
|
||||
//errorLog("placeElement");
|
||||
|
||||
dsq->game->createElement(dsq->game->elementTemplates[curElement].idx, placer->position, bgLayer, placer);
|
||||
updateText();
|
||||
dsq->game->reconstructGrid();
|
||||
|
@ -3104,29 +2848,10 @@ void SceneEditor::placeElement()
|
|||
{
|
||||
p->addNode(selectedNode);
|
||||
}
|
||||
/*
|
||||
if (selectedIdx >= 0 && selectedIdx < dsq->game->getNumPaths())
|
||||
{
|
||||
Path *p = dsq->game->getPath(selectedIdx);
|
||||
PathNode n;
|
||||
n.position = dsq->getGameCursorPosition();
|
||||
p->nodes.push_back(n);
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SceneEditor::cloneSelectedElementInput()
|
||||
{
|
||||
/*
|
||||
if (core->getShiftState())
|
||||
{
|
||||
cloneSelectedElement();
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void SceneEditor::cloneSelectedElement()
|
||||
{
|
||||
if (editType == ET_ELEMENTS)
|
||||
|
@ -3180,15 +2905,6 @@ void SceneEditor::cloneSelectedElement()
|
|||
newp->init();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
if (selectedIdx > -1)
|
||||
{
|
||||
Element *e1 = dsq->elements[selectedIdx];
|
||||
Element *e = dsq->game->createElement(e1->templateIdx, placer->position, e1->layer-LR_ELEMENTS1, getSelectedRenderObject());
|
||||
selectedIdx = dsq->elements.size()-1;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void SceneEditor::shutdown()
|
||||
|
@ -3265,7 +2981,6 @@ void SceneEditor::toggle(bool on)
|
|||
text->alpha.interpolateTo(0, 0.2);
|
||||
placer->alpha.interpolateTo(0, 0.2);
|
||||
//core->flags.unset(CF_CLEARBUFFERS);
|
||||
target->alpha = 0;
|
||||
dsq->darkLayer.toggle(true);
|
||||
|
||||
dsq->game->rebuildElementUpdateList();
|
||||
|
@ -3400,14 +3115,6 @@ void SceneEditor::endDrawingWarpArea(char c)
|
|||
a.sceneName = dsq->getUserInputString("Enter map to warp to");
|
||||
a.spawnOffset = dsq->getUserInputDirection("Enter warp direction");
|
||||
dsq->game->warpAreas.push_back(a);
|
||||
/*
|
||||
BoxElement *boxElement = new BoxElement(boxPromo->width.getValue(), boxPromo->height.getValue());
|
||||
boxElement->position = boxPromo->position;
|
||||
boxElement->position.z = boxElementZ;
|
||||
dsq->game->addRenderObject(boxElement, BLACKGROUND);
|
||||
dsq->elements.push_back(boxElement);
|
||||
dsq->game->reconstructGrid();
|
||||
*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3482,9 +3189,6 @@ void SceneEditor::update(float dt)
|
|||
Vector p = Vector(cursorTile.x*TILE_SIZE+TILE_SIZE/2, cursorTile.y*TILE_SIZE+TILE_SIZE/2);
|
||||
placer->position = p;
|
||||
|
||||
|
||||
//selectedIdx = idx;
|
||||
|
||||
int camSpeed = 500/zoom.x;
|
||||
if (core->getShiftState())
|
||||
camSpeed = 5000/zoom.x;
|
||||
|
@ -3533,19 +3237,6 @@ void SceneEditor::update(float dt)
|
|||
dsq->cameraPos.y += mouseY/oldZoom.y - mouseY/zoom.y;
|
||||
}
|
||||
|
||||
/*
|
||||
for (int i = 0; i < dsq->elements.size(); i++)
|
||||
{
|
||||
//dsq->elements[i]->flags.unset(RO_RENDERBORDERS);
|
||||
dsq->elements[i]->renderBorders = false;
|
||||
}
|
||||
RenderObject *r;
|
||||
if (r = getSelectedRenderObject())
|
||||
{
|
||||
//r->flags.set(RO_RENDERBORDERS);
|
||||
r->renderBorders = true;
|
||||
}
|
||||
*/
|
||||
if (this->editType == ET_PATHS)
|
||||
{
|
||||
switch(state)
|
||||
|
@ -3574,23 +3265,26 @@ void SceneEditor::update(float dt)
|
|||
break;
|
||||
case ES_SCALING:
|
||||
{
|
||||
float factor = 1;
|
||||
Vector add = Vector((dsq->getGameCursorPosition().x - cursorOffset.x)*factor,
|
||||
(dsq->getGameCursorPosition().y - cursorOffset.y)*factor);
|
||||
//editingElement->scale=oldScale + add;
|
||||
Vector sz = oldScale + add;
|
||||
if (sz.x < 32)
|
||||
sz.x = 32;
|
||||
if (sz.y < 32)
|
||||
sz.y = 32;
|
||||
editingPath->rect.x1 = -sz.x/2;
|
||||
editingPath->rect.x2 = sz.x/2;
|
||||
editingPath->rect.y1 = -sz.y/2;
|
||||
editingPath->rect.y2 = sz.y/2;
|
||||
if (editingPath)
|
||||
{
|
||||
float factor = 1;
|
||||
Vector add = Vector((dsq->getGameCursorPosition().x - cursorOffset.x)*factor,
|
||||
(dsq->getGameCursorPosition().y - cursorOffset.y)*factor);
|
||||
Vector sz = oldScale + add;
|
||||
if (sz.x < 32)
|
||||
sz.x = 32;
|
||||
if (sz.y < 32)
|
||||
sz.y = 32;
|
||||
editingPath->rect.x1 = -sz.x/2;
|
||||
editingPath->rect.x2 = sz.x/2;
|
||||
editingPath->rect.y1 = -sz.y/2;
|
||||
editingPath->rect.y2 = sz.y/2;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ES_MOVING:
|
||||
dsq->game->getPath(selectedIdx)->nodes[selectedNode].position = dsq->getGameCursorPosition() + cursorOffset;
|
||||
if (selectedIdx >= 0)
|
||||
dsq->game->getPath(selectedIdx)->nodes[selectedNode].position = dsq->getGameCursorPosition() + cursorOffset;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -3599,27 +3293,24 @@ void SceneEditor::update(float dt)
|
|||
switch(state)
|
||||
{
|
||||
case ES_MOVING:
|
||||
editingEntity->position = dsq->getGameCursorPosition() + cursorOffset;
|
||||
/*
|
||||
if (core->getShiftState())
|
||||
{
|
||||
TileVector t(getSelectedRenderObject()->position);
|
||||
getSelectedRenderObject()->position = t.worldVector();
|
||||
}
|
||||
*/
|
||||
if (editingEntity)
|
||||
editingEntity->position = dsq->getGameCursorPosition() + cursorOffset;
|
||||
break;
|
||||
case ES_ROTATING:
|
||||
{
|
||||
float add = (dsq->getGameCursorPosition().x - cursorOffset.x)/2.4f;
|
||||
if (core->getCtrlState())
|
||||
if (editingEntity)
|
||||
{
|
||||
int a = (oldRotation.z + add)/45;
|
||||
add = a * 45;
|
||||
editingEntity->rotation.z = add;
|
||||
}
|
||||
else
|
||||
{
|
||||
editingEntity->rotation.z = oldRotation.z + add;
|
||||
float add = (dsq->getGameCursorPosition().x - cursorOffset.x)/2.4f;
|
||||
if (core->getCtrlState())
|
||||
{
|
||||
int a = (oldRotation.z + add)/45;
|
||||
add = a * 45;
|
||||
editingEntity->rotation.z = add;
|
||||
}
|
||||
else
|
||||
{
|
||||
editingEntity->rotation.z = oldRotation.z + add;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3640,37 +3331,12 @@ void SceneEditor::update(float dt)
|
|||
{
|
||||
closest = len;
|
||||
idx = i;
|
||||
possibleSelectedType = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
FOR_ENTITIES(i)
|
||||
{
|
||||
Entity *e = *i;
|
||||
Vector dist = e->position - dsq->getGameCursorPosition();
|
||||
int len = dist.getSquaredLength2D();
|
||||
if ((len < closest || closest == -1))
|
||||
{
|
||||
closest = len;
|
||||
idx = i;
|
||||
possibleSelectedType = 1;
|
||||
}
|
||||
}
|
||||
|
||||
possibleSelectedIdx = idx;
|
||||
*/
|
||||
}
|
||||
break;
|
||||
case ES_MOVING:
|
||||
updateSelectedElementPosition(dsq->getGameCursorPosition() - cursorOffset);
|
||||
/*
|
||||
if (core->getShiftState())
|
||||
{
|
||||
TileVector t(getSelectedRenderObject()->position);
|
||||
getSelectedRenderObject()->position = t.worldVector();
|
||||
}
|
||||
*/
|
||||
break;
|
||||
case ES_ROTATING:
|
||||
{
|
||||
|
@ -3808,20 +3474,6 @@ void SceneEditor::update(float dt)
|
|||
break;
|
||||
}
|
||||
}
|
||||
RenderObject *r = getSelectedRenderObject();
|
||||
if (r)
|
||||
{
|
||||
target->position = r->position;
|
||||
target->alpha = 1;
|
||||
}
|
||||
else
|
||||
target->alpha = 0;
|
||||
/*
|
||||
if (movingEntity)
|
||||
{
|
||||
movingEntity->position = dsq->getGameCursorPosition();
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3836,16 +3488,6 @@ void SceneEditor::nextEntityType()
|
|||
exitMoveState();
|
||||
}
|
||||
}
|
||||
else if (editType == ET_ENTITIES)
|
||||
{
|
||||
/*
|
||||
selectedEntityType++;
|
||||
if (selectedEntityType>=dsq->game->entityTypeList.size())
|
||||
{
|
||||
selectedEntityType = 0;
|
||||
}
|
||||
*/
|
||||
}
|
||||
else if (editType == ET_SELECTENTITY)
|
||||
{
|
||||
nextEntityPage();
|
||||
|
@ -3863,16 +3505,6 @@ void SceneEditor::prevEntityType()
|
|||
exitMoveState();
|
||||
}
|
||||
}
|
||||
else if (editType == ET_ENTITIES)
|
||||
{
|
||||
/*
|
||||
selectedEntityType --;
|
||||
if (selectedEntityType < 0)
|
||||
{
|
||||
selectedEntityType = dsq->game->entityTypeList.size()-1;
|
||||
}
|
||||
*/
|
||||
}
|
||||
else if (editType == ET_SELECTENTITY)
|
||||
{
|
||||
prevEntityPage();
|
||||
|
|
|
@ -3572,7 +3572,7 @@ luaFunc(entity_isUnderWater)
|
|||
bool b = false;
|
||||
if (e)
|
||||
{
|
||||
b = e->isUnderWater();
|
||||
b = e->isUnderWater(Vector(lua_tonumber(L, 2), lua_tonumber(L, 3)));
|
||||
}
|
||||
luaReturnBool(b);
|
||||
}
|
||||
|
@ -5146,6 +5146,31 @@ luaFunc(entity_applySurfaceNormalForce)
|
|||
luaReturnNil();
|
||||
}
|
||||
|
||||
luaFunc(entity_doElementInteraction)
|
||||
{
|
||||
Entity *e = entity(L);
|
||||
if (e)
|
||||
{
|
||||
float mult = lua_tonumber(L, 2);
|
||||
float touchWidth = lua_tonumber(L, 3);
|
||||
if (!touchWidth)
|
||||
touchWidth = 16;
|
||||
|
||||
ElementUpdateList& elems = dsq->game->elementUpdateList;
|
||||
for (ElementUpdateList::iterator it = elems.begin(); it != elems.end(); ++it)
|
||||
{
|
||||
(*it)->doInteraction(e, mult, touchWidth);
|
||||
}
|
||||
}
|
||||
luaReturnNil();
|
||||
}
|
||||
|
||||
luaFunc(avatar_setElementEffectMult)
|
||||
{
|
||||
dsq->game->avatar->elementEffectMult = lua_tonumber(L, 1);
|
||||
luaReturnNil();
|
||||
}
|
||||
|
||||
luaFunc(flingMonkey)
|
||||
{
|
||||
Entity *e = entity(L);
|
||||
|
@ -8636,6 +8661,9 @@ static const struct {
|
|||
luaRegister(entity_adjustPositionBySurfaceNormal),
|
||||
luaRegister(entity_applySurfaceNormalForce),
|
||||
|
||||
luaRegister(entity_doElementInteraction),
|
||||
luaRegister(avatar_setElementEffectMult),
|
||||
|
||||
luaRegister(createBeam),
|
||||
luaRegister(beam_setAngle),
|
||||
luaRegister(beam_setDamage),
|
||||
|
|
|
@ -189,6 +189,7 @@ public:
|
|||
|
||||
void clearRot();
|
||||
void clearPos();
|
||||
void flipRot();
|
||||
void cycleLerpType();
|
||||
|
||||
void toggleHideBone();
|
||||
|
|
Loading…
Add table
Reference in a new issue