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https://github.com/AquariaOSE/Aquaria.git
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d97bb25b9e
+ beam_getEndPos() + entity_setCurrentHealth() + entity_setMaxHealth() + beam_getEndPos() + entity_hasAnimation() - Add 3 new parameters to entity_damage: shot, hitX, hitY - entity_getAnimationLength() supports string as 2nd parameter now. This will lookup an animation's length via name. Passing an ANIMLAYER_* constant works as it used to.
63 lines
1.6 KiB
C++
63 lines
1.6 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef __hair__
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#define __hair__
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#include "../BBGE/Quad.h"
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struct HairNode
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{
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HairNode() : percent(0), problem(false), angleDiff(0)
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{}
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float percent; // percent of how much force is affected on this node
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Vector position; // position of the hair node
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Vector defaultPosition; // default position of the hair node
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Vector originalPosition;
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bool problem;
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float angleDiff;
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};
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class Hair : public RenderObject
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{
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public:
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Hair(int nodes=40, float segmentLength=3, float width=18);
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void exertForce(const Vector &force, float dt, int usePerc=0);
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void updatePositions();
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void returnToDefaultPositions(float dt);
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float hairWidth;
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std::vector<HairNode> hairNodes;
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void setHeadPosition(const Vector &pos);
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void exertWave(float dt);
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void exertGravityWave(float dt);
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HairNode *getHairNode(int idx);
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protected:
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float segmentLength;
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void onUpdate(float dt);
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void onRender();
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};
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#endif
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