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189 lines
6.7 KiB
C#
189 lines
6.7 KiB
C#
// 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.Bindables;
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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
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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 readonly BindableBool Active = new BindableBool();
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public bool HasActiveParticles => Active.Value || (lastParticleAdded + maxLifetime) > Time.Current;
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public override bool IsPresent => base.IsPresent && HasActiveParticles;
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protected virtual bool CanSpawnParticles => true;
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protected virtual float ParticleGravity => 0;
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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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// reset cooldown if the clock was rewound.
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// this can happen when seeking in replays.
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if (lastParticleAdded > Time.Current) lastParticleAdded = 0;
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if (Active.Value && CanSpawnParticles && Time.Current > lastParticleAdded + cooldown)
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{
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particles[currentIndex] = SpawnParticle();
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currentIndex = (currentIndex + 1) % particles.Length;
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lastParticleAdded = Time.Current;
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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 virtual FallingParticle SpawnParticle()
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{
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return new FallingParticle
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{
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StartTime = (float)Time.Current,
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};
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}
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protected override DrawNode CreateDrawNode() => new ParticleSpewerDrawNode(this);
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# region DrawNode
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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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// ignore particles from the future.
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// these can appear when seeking in replays.
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if (timeSinceStart < 0) continue;
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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 width = Texture.DisplayWidth * scale;
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var height = Texture.DisplayHeight * scale;
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var rect = new RectangleF(
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pos.X - width / 2,
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pos.Y - height / 2,
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width,
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height);
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var quad = new Quad(
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rotatePosition(rect.TopLeft, rect.Centre, angle),
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rotatePosition(rect.TopRight, rect.Centre, angle),
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rotatePosition(rect.BottomLeft, rect.Centre, angle),
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rotatePosition(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 rotatePosition(Vector2 pos, Vector2 centre, float angle)
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{
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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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return Vector2Extensions.Transform(new Vector2(x, y), DrawInfo.Matrix);
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}
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}
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#endregion
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protected struct FallingParticle
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{
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public float StartTime;
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public Vector2 StartPosition;
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public Vector2 Velocity;
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public float Duration;
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public float StartAngle;
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public float EndAngle;
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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) => 1 + (EndScale - 1) * progressAtTime(timeSinceStart);
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public float AngleAtTime(float timeSinceStart) => StartAngle + (EndAngle - StartAngle) * progressAtTime(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 currentGravity = new Vector2(0, gravity * Duration / 1000 * progress);
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return StartPosition + (Velocity + currentGravity) * timeSinceStart / 1000;
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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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