mirror of
https://github.com/ppy/osu.git
synced 2024-11-16 11:37:51 +08:00
94 lines
3.2 KiB
C#
94 lines
3.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using osu.Framework.Allocation;
|
|
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 : SkinReloadableDrawable
|
|
{
|
|
private StarFountainSpewer spewer = null!;
|
|
|
|
[Resolved]
|
|
private TextureStore textures { get; set; } = null!;
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
InternalChild = spewer = new StarFountainSpewer();
|
|
}
|
|
|
|
public void Shoot(int direction) => spewer.Shoot(direction);
|
|
|
|
protected override void SkinChanged(ISkinSource skin)
|
|
{
|
|
base.SkinChanged(skin);
|
|
spewer.Texture = skin.GetTexture("Menu/fountain-star") ?? textures.Get("Menu/fountain-star");
|
|
}
|
|
|
|
public partial class StarFountainSpewer : ParticleSpewer
|
|
{
|
|
private const int particle_duration_min = 300;
|
|
private const int particle_duration_max = 1000;
|
|
|
|
private double? lastShootTime;
|
|
private int lastShootDirection;
|
|
|
|
protected override float ParticleGravity => 800;
|
|
|
|
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)
|
|
{
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(TextureStore textures)
|
|
{
|
|
Texture = skin.GetTexture("Menu/fountain-star") ?? textures.Get("Menu/fountain-star");
|
|
Active.Value = true;
|
|
}
|
|
|
|
protected override FallingParticle CreateParticle()
|
|
{
|
|
return new FallingParticle
|
|
{
|
|
StartPosition = new Vector2(0, 50),
|
|
Duration = RNG.NextSingle(particle_duration_min, particle_duration_max),
|
|
StartAngle = getRandomVariance(4),
|
|
EndAngle = getRandomVariance(2),
|
|
EndScale = 2.2f + getRandomVariance(0.4f),
|
|
Velocity = new Vector2(getCurrentAngle(), -1400 + getRandomVariance(100)),
|
|
};
|
|
}
|
|
|
|
private float getCurrentAngle()
|
|
{
|
|
const float x_velocity_from_direction = 500;
|
|
const float x_velocity_random_variance = 60;
|
|
|
|
return lastShootDirection * x_velocity_from_direction * (float)(1 - 2 * (Clock.CurrentTime - lastShootTime!.Value) / shoot_duration) + getRandomVariance(x_velocity_random_variance);
|
|
}
|
|
|
|
public void Shoot(int direction)
|
|
{
|
|
lastShootTime = Clock.CurrentTime;
|
|
lastShootDirection = direction;
|
|
}
|
|
|
|
private static float getRandomVariance(float variance) => RNG.NextSingle(-variance, variance);
|
|
}
|
|
}
|
|
}
|