openspades/Sources/Client/ParticleSpriteEntity.h
2013-08-18 16:18:06 +09:00

82 lines
1.7 KiB
C++

//
// 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; }
};
}
}