osu/osu.Game/Screens/Menu/StarFountain.cs

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// 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;
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using osu.Framework.Utils;
using osu.Game.Graphics;
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using osu.Game.Skinning;
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using osuTK;
namespace osu.Game.Screens.Menu
{
public partial class StarFountain : SkinReloadableDrawable
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{
private StarFountainSpewer spewer = null!;
[Resolved]
private TextureStore textures { get; set; } = null!;
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[BackgroundDependencyLoader]
private void load()
{
InternalChild = spewer = new StarFountainSpewer();
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}
public void Shoot(int direction) => spewer.Shoot(direction);
protected override void SkinChanged(ISkinSource skin)
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{
base.SkinChanged(skin);
spewer.Texture = skin.GetTexture("Menu/fountain-star") ?? textures.Get("Menu/fountain-star");
}
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public partial class StarFountainSpewer : ParticleSpewer
{
private const int particle_duration_min = 300;
private const int particle_duration_max = 1000;
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private double? lastShootTime;
private int lastShootDirection;
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protected override float ParticleGravity => 800;
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private const double shoot_duration = 800;
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protected override bool CanSpawnParticles => lastShootTime != null && Time.Current - lastShootTime < shoot_duration;
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[Resolved]
private ISkinSource skin { get; set; } = null!;
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public StarFountainSpewer()
: base(null, 240, particle_duration_max)
{
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}
[BackgroundDependencyLoader]
private void load(TextureStore textures)
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{
Texture = skin.GetTexture("Menu/fountain-star") ?? textures.Get("Menu/fountain-star");
Active.Value = true;
}
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protected override FallingParticle CreateParticle()
{
return new FallingParticle
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{
StartPosition = new Vector2(0, 50),
Duration = RNG.NextSingle(particle_duration_min, particle_duration_max),
StartAngle = getRandomVariance(4),
EndAngle = getRandomVariance(2),
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EndScale = 2.2f + getRandomVariance(0.4f),
Velocity = new Vector2(getCurrentAngle(), -1400 + getRandomVariance(100)),
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};
}
private float getCurrentAngle()
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{
const float x_velocity_from_direction = 500;
const float x_velocity_random_variance = 60;
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return lastShootDirection * x_velocity_from_direction * (float)(1 - 2 * (Clock.CurrentTime - lastShootTime!.Value) / shoot_duration) + getRandomVariance(x_velocity_random_variance);
}
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public void Shoot(int direction)
{
lastShootTime = Clock.CurrentTime;
lastShootDirection = direction;
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}
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private static float getRandomVariance(float variance) => RNG.NextSingle(-variance, variance);
}
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}
}