Add basic implementation of particle explosion

Using drawables still, just to get things in place and setup the
structure
This commit is contained in:
Dean Herbert 2020-11-19 14:54:31 +09:00
parent 3024ae6d86
commit 9df93e1f18
2 changed files with 89 additions and 0 deletions

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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 NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Game.Graphics;
using osuTK;
namespace osu.Game.Tests.Visual.Gameplay
{
[TestFixture]
public class TestSceneParticleExplosion : OsuTestScene
{
[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
AddStep(@"display", () =>
{
Child = new ParticleExplosion(textures.Get("Cursor/cursortrail"), 150, 1200)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200)
};
});
}
}
}

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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 System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Utils;
using osuTK;
namespace osu.Game.Graphics
{
public class ParticleExplosion : CompositeDrawable
{
public ParticleExplosion(Texture texture, int particleCount, double duration)
{
for (int i = 0; i < particleCount; i++)
{
double rDuration = RNG.NextDouble(duration / 3, duration);
AddInternal(new Particle(rDuration, RNG.NextSingle(0, MathF.PI * 2))
{
Texture = texture
});
}
}
private class Particle : Sprite
{
private readonly double duration;
private readonly float direction;
private Vector2 positionForOffset(float offset) => new Vector2(
(float)(offset * Math.Sin(direction)),
(float)(offset * Math.Cos(direction))
);
public Particle(double duration, float direction)
{
this.duration = duration;
this.direction = direction;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
RelativePositionAxes = Axes.Both;
Position = positionForOffset(0);
}
protected override void LoadComplete()
{
base.LoadComplete();
this.MoveTo(positionForOffset(1), duration);
this.FadeOut(duration);
Expire();
}
}
}
}