guns4d-cd2025/classes/Sprite_scope.lua

122 lines
4.7 KiB
Lua

local Sprite_scope = leef.class.new_class:inherit({
images = {
--[[fore = {
texture = "scope_fore.png",
scale = {x=13,y=13},
paxial = false,
},
back = {
texture = "scope_back.png",
scale = {x=10,y=10},
opacity_delay = 2,
paxial = true,
},]]
--[[reticle = {
texture = "gun_mrkr.png",
scale = {x=.5,y=.5},
movement_multiplier = 1,
misalignment_opacity_threshold_angle = 3,
misalignment_opacity_maximum_angle = 8,
},]]
--mask = "blank.png",
},
fov_set = false,
hide_gun = true,
magnification = 4,
construct = function(def)
if def.instance then
assert(def.gun, "no gun instance provided")
def.player = def.gun.player
def.handler = def.gun.handler
def.elements = {}
local new_images = Guns4d.table.deep_copy(def.images)
if def.images then
def.images = Guns4d.table.fill(new_images, def.images)
end
for i, v in pairs(def.images) do
def.elements[i] = def.player:hud_add{
hud_elem_type = "image",
position = {x=.5,y=.5},
scale = v.scale,
text = "blank.png",
}
end
end
end,
})
Guns4d.sprite_scope = Sprite_scope
--rename to draw?
local vec3_in = vector.new()
local mat4 = leef.math.mat4
local vec4_forward = {0,0,1,0}
local vec4_dir = {0,0,0,0}
local transform = mat4.new()
function Sprite_scope:update()
local handler = self.handler
local gun = self.gun
local control_handler = gun.control_handler
if handler.wininfo and self.handler.control_handler.ads then
if not self.fov_set then
self.fov_set = true
handler:set_fov(80/self.magnification)
end
local ratio = handler.wininfo.size.x/handler.wininfo.size.y
local pprops = handler:get_properties()
local hip_trans = gun.properties.ads.offset
local player_trans = gun.total_offsets.player_trans
for i, v in pairs(self.elements) do
local image = self.images[i]
local projection_pos=image.projection_pos
local relative_pos
vec4_dir = mat4.mul_vec4(vec4_dir, gun:get_rotation_transform(transform,nil,nil,nil, nil,nil, 0,0), vec4_forward)
if projection_pos then
vec3_in.x = projection_pos.x/10
vec3_in.y = projection_pos.y/10
vec3_in.z = projection_pos.z/10
relative_pos = gun:get_pos(vec3_in, true, true, true)
relative_pos.x = relative_pos.x - (player_trans.x + (gun and gun.properties.ads.horizontal_offset or 0))
relative_pos.y = relative_pos.y - hip_trans.y - (player_trans.y + pprops.eye_height)
relative_pos.z = relative_pos.z - (player_trans.z)
gun:get_rotation_transform(transform,nil,nil,nil, nil,nil, 0,0)
else
relative_pos = vec3_in
relative_pos.x = vec4_dir[1]
relative_pos.y = vec4_dir[2]
relative_pos.z = vec4_dir[3]
--relative_pos = gun:get_dir(true)
end
local hud_pos = Guns4d.math.rltv_point_to_hud(relative_pos, 80/self.magnification, ratio)
--print(i, hud_pos.x, hud_pos.y)
self.player:hud_change(v, "position", {x=hud_pos.x+.5, y=hud_pos.y+.5})
local z = relative_pos.z
self.player:hud_change(v, "scale", {x=(image.scale.x/z)*1-vec4_dir[2], y=(image.scale.y/z)*1-vec4_dir[1]})
end
elseif self.fov_set then
self.fov_set = false
handler:unset_fov()
end
local angle =math.sqrt(gun.total_offsets.gun_axial.x^2+gun.total_offsets.gun_axial.y^2)
for i, v in pairs(self.elements) do
local def = self.images[i]
local tex = def.texture
--"smoother is better" it's not. Apparently, this creates a new image each time. It is, however, cached. So i'd rather have
--25 possible images, instead of 255.
local factor = 1
if def.misalignment_opacity_threshold_angle then
if def.misalignment_opacity_threshold_angle < angle then
factor = (factor - ((angle-def.misalignment_opacity_threshold_angle)/def.misalignment_opacity_maximum_angle))
end
end
self.player:hud_change(v, "text", tex.."^[opacity:"..tostring(math.ceil((25.5*control_handler.ads_location))*10))
end
end
function Sprite_scope:prepare_deletion()
self.handler:unset_fov()
for i, v in pairs(self.elements) do
self.player:hud_remove(v)
end
end