107 lines
4.2 KiB
Lua
107 lines
4.2 KiB
Lua
local Sprite_scope = Instantiatable_class:inherit({
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images = {
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fore = {
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texture = "scope_fore.png",
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scale = {x=13,y=13},
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movement_multiplier = 1,
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paxial = false,
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},
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back = {
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texture = "scope_back.png",
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scale = {x=10,y=10},
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movement_multiplier = -1,
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opacity_delay = 2,
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paxial = true,
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},
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--[[reticle = {
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texture = "gun_mrkr.png",
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scale = {x=.5,y=.5},
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movement_multiplier = 1,
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misalignment_opacity_threshold_angle = 3,
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misalignment_opacity_maximum_angle = 8,
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},]]
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--mask = "blank.png",
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},
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fov_set = false,
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hide_gun = true,
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magnification = 4,
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construct = function(def)
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if def.instance then
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assert(def.gun, "no gun instance provided")
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def.player = def.gun.player
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def.handler = def.gun.handler
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def.elements = {}
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local new_images = Guns4d.table.deep_copy(def.images)
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if def.images then
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def.images = Guns4d.table.fill(new_images, def.images)
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end
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for i, v in pairs(def.images) do
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def.elements[i] = def.player:hud_add{
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hud_elem_type = "image",
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position = {x=.5,y=.5},
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scale = v.scale,
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text = "blank.png",
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}
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end
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end
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end,
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})
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Guns4d.sprite_scope = Sprite_scope
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--rename to draw?
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function Sprite_scope:update()
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local handler = self.handler
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if handler.wininfo and self.handler.control_handler.ads then
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if not self.fov_set then
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self.fov_set = true
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handler:set_fov(80/self.magnification)
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end
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local dir = self.gun.local_dir
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local ratio = handler.wininfo.size.x/handler.wininfo.size.y
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if handler.ads_location ~= 1 then
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dir = dir + (self.gun.properties.ads.offset+vector.new(self.gun.properties.ads.horizontal_offset,0,0))*0
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end
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local fov = self.player:get_fov()
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local real_aim = Guns4d.rltv_point_to_hud(dir, fov, ratio)
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local anim_aim = Guns4d.rltv_point_to_hud(vector.rotate({x=0,y=0,z=1}, self.gun.animation_rotation*math.pi/180), fov, ratio)
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real_aim.x = real_aim.x+anim_aim.x; real_aim.y = real_aim.y+anim_aim.y
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--print(dump(self.gun.animation_rotation))
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local paxial_aim = Guns4d.rltv_point_to_hud(self.gun.local_paxial_dir, fov, ratio)
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--so custom scopes can do their thing without doing more calcs
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self.hud_projection_real = real_aim
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self.hud_projection_paxial = paxial_aim
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for i, v in pairs(self.elements) do
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if self.images[i].paxial then
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self.player:hud_change(v, "position", {x=(paxial_aim.x*self.images[i].movement_multiplier)+.5, y=(paxial_aim.y*self.images[i].movement_multiplier)+.5})
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else
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self.player:hud_change(v, "position", {x=(real_aim.x*self.images[i].movement_multiplier)+.5, y=(real_aim.y*self.images[i].movement_multiplier)+.5})
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end
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end
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elseif self.fov_set then
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self.fov_set = false
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handler:unset_fov()
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end
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local angle =math.sqrt(self.gun.total_offset_rotation.gun_axial.x^2+self.gun.total_offset_rotation.gun_axial.y^2)
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for i, v in pairs(self.elements) do
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local def = self.images[i]
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local tex = def.texture
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--"smoother is better" it's not. Apparently, this creates a new image each time. It is, however, cached. So i'd rather have
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--25 possible images, instead of 255.
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local factor = 1
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if def.misalignment_opacity_threshold_angle then
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if def.misalignment_opacity_threshold_angle < angle then
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factor = (factor - ((angle-def.misalignment_opacity_threshold_angle)/def.misalignment_opacity_maximum_angle))
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end
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end
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self.player:hud_change(v, "text", tex.."^[opacity:"..tostring(math.ceil((25.5*handler.ads_location))*10))
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end
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end
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function Sprite_scope:prepare_deletion()
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self.handler:unset_fov()
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for i, v in pairs(self.elements) do
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self.player:hud_remove(v)
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end
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end
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