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Convert StarFountain to use ParticleSpewer

More efficient
This commit is contained in:
Dean Herbert 2023-07-18 19:52:58 +09:00
parent ccbb30cdda
commit ba237a0e3a

View File

@ -2,113 +2,92 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Pooling;
using osu.Framework.Graphics.Textures;
using osu.Framework.Utils;
using osu.Game.Graphics;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Screens.Menu
{
public partial class StarFountain : CompositeDrawable
public partial class StarFountain : SkinReloadableDrawable
{
private const int stars_per_shoot = 192;
private StarFountainSpewer spewer = null!;
private DrawablePool<Star> starPool = null!;
private Container starContainer = null!;
[Resolved]
private TextureStore textures { get; set; } = null!;
[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
starPool = new DrawablePool<Star>(stars_per_shoot),
starContainer = new Container()
};
InternalChild = spewer = new StarFountainSpewer();
}
public void Shoot()
public void Shoot() => spewer.Shoot();
protected override void SkinChanged(ISkinSource skin)
{
// left centre or right movement.
int direction = RNG.Next(-1, 2);
base.SkinChanged(skin);
spewer.Texture = skin.GetTexture("Menu/fountain-star") ?? textures.Get("Menu/fountain-star");
}
const float x_velocity_from_direction = 0.8f;
const float x_velocity_random_variance = 0.15f;
public partial class StarFountainSpewer : ParticleSpewer
{
private const int particle_duration_min = 300;
private const int particle_duration_max = 1000;
const float y_velocity_base = -2.0f;
const float y_velocity_random_variance = 0.15f;
private double? lastShootTime;
private int lastShootDirection;
const float x_spawn_position_variance = 10;
const float y_spawn_position_offset = 50;
protected override float ParticleGravity => 800;
for (int i = 0; i < stars_per_shoot; i++)
private const double shoot_duration = 800;
protected override bool CanSpawnParticles => lastShootTime != null && Time.Current - lastShootTime < shoot_duration;
[Resolved]
private ISkinSource skin { get; set; } = null!;
public StarFountainSpewer()
: base(null, 240, particle_duration_max)
{
double capturedIndex = i;
starContainer.Add(starPool.Get(s =>
{
s.Velocity = new Vector2(
direction * x_velocity_from_direction * (1 - 2 * ((float)capturedIndex / stars_per_shoot)) + getRandomVariance(x_velocity_random_variance),
y_velocity_base + getRandomVariance(y_velocity_random_variance));
s.Position = new Vector2(getRandomVariance(x_spawn_position_variance), y_spawn_position_offset);
s.Hide();
using (s.BeginDelayedSequence(capturedIndex * 3))
{
double duration = RNG.Next(300, 1300);
s.ScaleTo(1)
.ScaleTo(RNG.NextSingle(1, 2.8f), duration, Easing.Out)
.FadeOutFromOne(duration, Easing.Out)
.Expire();
}
}));
}
}
private partial class Star : PoolableDrawable
{
public Vector2 Velocity = Vector2.Zero;
private float rotation;
[BackgroundDependencyLoader]
private void load()
private void load(TextureStore textures)
{
AutoSizeAxes = Axes.Both;
Origin = Anchor.Centre;
Texture = skin.GetTexture("Menu/fountain-star") ?? textures.Get("Menu/fountain-star");
Active.Value = true;
}
InternalChildren = new Drawable[]
protected override FallingParticle CreateParticle()
{
return new FallingParticle
{
new SkinnableSprite("Menu/fountain-star")
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Blending = BlendingParameters.Additive,
}
StartPosition = new Vector2(0, 50),
Duration = RNG.NextSingle(particle_duration_min, particle_duration_max),
StartAngle = getRandomVariance(4),
EndAngle = getRandomVariance(2),
EndScale = 1.4f + getRandomVariance(0.4f),
Velocity = new Vector2(getCurrentAngle(), -1200 + getRandomVariance(100)),
};
rotation = getRandomVariance(2);
}
protected override void Update()
private float getCurrentAngle()
{
const float gravity = 0.003f;
const float x_velocity_from_direction = 500;
const float x_velocity_random_variance = 60;
base.Update();
float elapsed = (float)Time.Elapsed;
Position += Velocity * elapsed;
Velocity += new Vector2(0, elapsed * gravity);
Rotation += rotation * elapsed;
return lastShootDirection * x_velocity_from_direction * (float)(1 - 2 * (Clock.CurrentTime - lastShootTime!.Value) / shoot_duration) + getRandomVariance(x_velocity_random_variance);
}
}
private static float getRandomVariance(float variance) => RNG.NextSingle(-variance, variance);
public void Shoot()
{
lastShootTime = Clock.CurrentTime;
lastShootDirection = RNG.Next(-1, 2);
}
private static float getRandomVariance(float variance) => RNG.NextSingle(-variance, variance);
}
}
}