// // ParticleSpriteEntity.h // OpenSpades // // Created by yvt on 7/21/13. // Copyright (c) 2013 yvt.jp. All rights reserved. // #pragma once #include "ILocalEntity.h" #include "../Core/Math.h" #include "Client.h" namespace spades { namespace client{ class IImage; class ParticleSpriteEntity: public ILocalEntity { public: enum BlockHitAction { Delete, Ignore, BounceWeak }; private: IRenderer *renderer; GameMap *map; IImage *image; Vector4 color; bool additive; BlockHitAction blockHitAction; Vector3 position, velocity; // unit/sec float radius, radiusVelocity; // unit/sec float angle, rotationVelocity; // radian/sec float velocityDamp; float radiusDamp; float gravityScale; float lifetime, time; float fadeInDuration; float fadeOutDuration; public: ParticleSpriteEntity(Client *cli, IImage *image, Vector4 color); virtual ~ParticleSpriteEntity(){} virtual bool Update(float dt); virtual void Render3D(); void SetAdditive(bool b){additive = b;} void SetLifeTime(float lifeTime, float fadeIn, float fadeOut); void SetTrajectory(Vector3 initialPosition, Vector3 initialVelocity, float velocityDamp = 1.f, float gravityScale = 1.f); void SetRotation(float initialAngle, float angleVelocity = 0.f); void SetRadius(float initialRadius, float radiusVelocity = 0.f, float radiusDamp = 1.f); void SetBlockHitAction(BlockHitAction act){ blockHitAction = act; } void SetImage(IImage *img) { image = img;} void SetColor(Vector4 col) { color = col;} IRenderer *GetRenderer() { return renderer; } }; } }