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Aquaria/Aquaria/Web.cpp
fgenesis 12ea97f051 Disable all glEnable/glDisable() calls for GL_CULL_FACE, except one glDisable() during renderer init.
GL_CULL_FACE is effectively always disabled, except for quad strip
rendering, and keeping GL_CULL_FACE disabled there does not seem
to cause any visual artifacts.
Instead, it enhances skeletal animation possibilities
(e.g. flipping bone strips over without it disappearing)
2013-05-02 04:31:07 +02:00

168 lines
3.1 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Web.h"
#include "DSQ.h"
#include "Game.h"
#include "Avatar.h"
Web::Webs Web::webs;
Web::Web() : RenderObject()
{
addType(SCO_WEB);
webs.push_back(this);
cull = false;
parentEntity = 0;
existence = 0;
}
void Web::setParentEntity(Entity *e)
{
parentEntity = e;
}
void Web::killAllWebs()
{
std::queue<Web*>shotDeleteQueue;
for (Webs::iterator i = webs.begin(); i != webs.end(); i++)
{
shotDeleteQueue.push(*i);
}
Web *s = 0;
while (!shotDeleteQueue.empty())
{
s = shotDeleteQueue.front();
if (s)
{
s->safeKill();
}
shotDeleteQueue.pop();
}
webs.clear();
}
void Web::onEndOfLife()
{
RenderObject::onEndOfLife();
webs.remove(this);
}
void Web::setExistence(float t)
{
existence = t;
}
int Web::addPoint(const Vector &point)
{
points.push_back(point);
return points.size()-1;
}
void Web::setPoint(int pt, const Vector &v)
{
if (pt < 0 || pt >= points.size()) return;
points[pt] = v;
}
int Web::getNumPoints()
{
return points.size();
}
void Web::onUpdate(float dt)
{
RenderObject::onUpdate(dt);
if (!dsq->game->isPaused())
{
if (existence > 0)
{
existence -= dt;
if (existence <= 0)
{
existence = 0;
setLife(1);
setDecayRate(1);
fadeAlphaWithLife = 1;
dsq->sound->playSfx("spiderweb");
}
}
if (dsq->game->avatar && dsq->game->avatar->isInputEnabled())
{
FOR_ENTITIES(i)
{
bool hit = false;
Entity *e = (*i);
if ((e->getEntityType() == ET_ENEMY || e->getEntityType() == ET_AVATAR) && e->isDamageTarget(DT_ENEMY_WEB))
{
if (parentEntity != e)
{
for (int j = 0; j < points.size()-1; j++)
{
if (game->collideCircleVsLine(e, points[j], points[j+1], 4))
{
hit = true;
break;
}
}
}
}
if (hit)
{
/*
if (!e->vel.isZero())
{
Vector n = e->vel;
n.setLength2D(e->getv(EV_WEBSLOW)*dt);
e->vel -= n;
}
*/
e->vel /= float(e->getv(EV_WEBSLOW)) * dt;
}
}
}
}
}
void Web::onRender()
{
#ifdef BBGE_BUILD_OPENGL
glBindTexture(GL_TEXTURE_2D, 0);
//glDisable(GL_BLEND);
glLineWidth(4);
//glDisable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_LINES);
for (int i = 0; i < points.size()-1; i++)
{
glColor4f(1, 1, 1, 0.5f*alpha.x);
glVertex3f(points[i].x, points[i].y, 0);
glColor4f(1, 1, 1, 0.5f*alpha.x);
glVertex3f(points[i+1].x, points[i+1].y, 0);
}
glEnd();
#endif
}