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Add ParticleJet
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61
osu.Game.Tests/Visual/Gameplay/TestSceneParticleJet.cs
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61
osu.Game.Tests/Visual/Gameplay/TestSceneParticleJet.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Game.Graphics.Particles;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[TestFixture]
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public class TestSceneParticleJet : OsuTestScene
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{
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private ParticleJet jet;
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[Resolved]
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private SkinManager skinManager { get; set; }
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public TestSceneParticleJet()
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{
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AddStep("create", () =>
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{
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Child = jet = createJet();
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});
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AddToggleStep("toggle spawning", value => jet.Active = value);
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}
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("create jet", () => Child = jet = createJet());
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}
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[Test]
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public void TestPresence()
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{
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AddStep("start jet", () => jet.Active = true);
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AddAssert("is present", () => jet.IsPresent);
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AddWaitStep("wait for some particles", 3);
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AddStep("stop jet", () => jet.Active = false);
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AddWaitStep("wait for clean screen", 5);
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AddAssert("is not present", () => !jet.IsPresent);
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}
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private ParticleJet createJet()
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{
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return new ParticleJet(skinManager.DefaultLegacySkin.GetTexture("star2"), 180)
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativePositionAxes = Axes.Y,
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Y = -0.1f,
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};
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}
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}
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}
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49
osu.Game/Graphics/Particles/ParticleJet.cs
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49
osu.Game/Graphics/Particles/ParticleJet.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osuTK;
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namespace osu.Game.Graphics.Particles
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{
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public class ParticleJet : ParticleSpewer
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{
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private const int particles_per_second = 80;
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private const double particle_lifetime = 500;
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private const float angular_velocity = 3f;
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private const int angle_spread = 10;
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private const float velocity_min = 1.3f;
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private const float velocity_max = 1.5f;
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private readonly int angle;
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protected override float ParticleGravity => 0.25f;
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public ParticleJet(Texture texture, int angle)
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: base(texture, particles_per_second, particle_lifetime)
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{
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this.angle = angle;
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}
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protected override FallingParticle SpawnParticle()
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{
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var directionRads = MathUtils.DegreesToRadians(
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RNG.NextSingle(angle - angle_spread / 2, angle + angle_spread / 2)
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);
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var direction = new Vector2(MathF.Sin(directionRads), MathF.Cos(directionRads));
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return new FallingParticle
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{
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StartTime = (float)Time.Current,
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Position = OriginPosition,
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Duration = RNG.NextSingle((float)particle_lifetime * 0.8f, (float)particle_lifetime),
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Velocity = direction * new Vector2(RNG.NextSingle(velocity_min, velocity_max)),
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AngularVelocity = RNG.NextSingle(-angular_velocity, angular_velocity),
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StartScale = 1f,
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EndScale = 2f,
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};
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}
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}
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}
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172
osu.Game/Graphics/Particles/ParticleSpewer.cs
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172
osu.Game/Graphics/Particles/ParticleSpewer.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osuTK;
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namespace osu.Game.Graphics.Particles
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{
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public abstract class ParticleSpewer : Sprite
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{
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private readonly FallingParticle[] particles;
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private int currentIndex;
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private double lastParticleAdded;
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private readonly double cooldown;
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private readonly double maxLifetime;
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/// <summary>
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/// Determines whether particles are being spawned.
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/// </summary>
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public bool Active { get; set; }
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public bool HasActiveParticles => Active || (lastParticleAdded + maxLifetime) > Time.Current;
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public override bool IsPresent => base.IsPresent && HasActiveParticles;
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protected virtual float ParticleGravity => 0.5f;
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protected ParticleSpewer(Texture texture, int perSecond, double maxLifetime)
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{
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Texture = texture;
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Blending = BlendingParameters.Additive;
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particles = new FallingParticle[perSecond * (int)Math.Ceiling(maxLifetime / 1000)];
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cooldown = 1000f / perSecond;
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this.maxLifetime = maxLifetime;
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}
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protected override void Update()
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{
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base.Update();
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if (Active && Time.Current > lastParticleAdded + cooldown)
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{
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addParticle(SpawnParticle());
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}
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Invalidate(Invalidation.DrawNode);
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}
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/// <summary>
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/// Called each time a new particle should be spawned.
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/// </summary>
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protected abstract FallingParticle SpawnParticle();
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private void addParticle(FallingParticle fallingParticle)
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{
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particles[currentIndex] = fallingParticle;
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currentIndex = (currentIndex + 1) % particles.Length;
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lastParticleAdded = Time.Current;
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}
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protected override DrawNode CreateDrawNode() => new ParticleSpewerDrawNode(this);
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private class ParticleSpewerDrawNode : SpriteDrawNode
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{
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private readonly FallingParticle[] particles;
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protected new ParticleSpewer Source => (ParticleSpewer)base.Source;
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private float currentTime;
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private float gravity;
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public ParticleSpewerDrawNode(Sprite source)
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: base(source)
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{
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particles = new FallingParticle[Source.particles.Length];
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}
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public override void ApplyState()
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{
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base.ApplyState();
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Source.particles.CopyTo(particles, 0);
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currentTime = (float)Source.Time.Current;
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gravity = Source.ParticleGravity;
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}
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protected override void Blit(Action<TexturedVertex2D> vertexAction)
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{
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foreach (var p in particles)
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{
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// ignore particles that weren't initialized.
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if (p.StartTime <= 0) continue;
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var timeSinceStart = currentTime - p.StartTime;
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var alpha = p.AlphaAtTime(timeSinceStart);
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if (alpha <= 0) continue;
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var scale = p.ScaleAtTime(timeSinceStart);
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var pos = p.PositionAtTime(timeSinceStart, gravity);
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var angle = p.AngleAtTime(timeSinceStart);
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var rect = new RectangleF(
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pos.X - Texture.DisplayWidth * scale / 2,
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pos.Y - Texture.DisplayHeight * scale / 2,
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Texture.DisplayWidth * scale,
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Texture.DisplayHeight * scale);
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var quad = new Quad(
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transformPosition(rect.TopLeft, rect.Centre, angle),
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transformPosition(rect.TopRight, rect.Centre, angle),
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transformPosition(rect.BottomLeft, rect.Centre, angle),
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transformPosition(rect.BottomRight, rect.Centre, angle)
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);
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DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha), null, vertexAction,
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new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
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null, TextureCoords);
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}
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}
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private Vector2 transformPosition(Vector2 pos, Vector2 centre, float angle)
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{
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// rotate point around centre.
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float cos = MathF.Cos(angle);
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float sin = MathF.Sin(angle);
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float x = centre.X + (pos.X - centre.X) * cos + (pos.Y - centre.Y) * sin;
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float y = centre.Y + (pos.Y - centre.Y) * cos - (pos.X - centre.X) * sin;
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// convert to screen space.
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return Vector2Extensions.Transform(new Vector2(x, y), DrawInfo.Matrix);
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}
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}
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protected struct FallingParticle
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{
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public float StartTime;
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public Vector2 Position;
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public Vector2 Velocity;
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public float Duration;
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public float AngularVelocity;
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public float StartScale;
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public float EndScale;
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public float AlphaAtTime(float timeSinceStart) => 1 - progressAtTime(timeSinceStart);
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public float ScaleAtTime(float timeSinceStart) => StartScale + (EndScale - StartScale) * progressAtTime(timeSinceStart);
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public float AngleAtTime(float timeSinceStart) => AngularVelocity / 1000 * timeSinceStart;
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public Vector2 PositionAtTime(float timeSinceStart, float gravity)
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{
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var progress = progressAtTime(timeSinceStart);
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var grav = new Vector2(0, -gravity) * progress;
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return Position + (Velocity - grav) * timeSinceStart;
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}
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private float progressAtTime(float timeSinceStart) => Math.Clamp(timeSinceStart / Duration, 0, 1);
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}
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}
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}
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