mirror of https://github.com/ppy/osu
145 lines
4.9 KiB
C#
145 lines
4.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osuTK;
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namespace osu.Game.Graphics
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{
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/// <summary>
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/// An explosion of textured particles based on how osu-stable randomises the explosion pattern.
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/// </summary>
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public class ParticleExplosion : Sprite
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{
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private readonly int particleCount;
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private readonly double duration;
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private double startTime;
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private readonly List<ParticlePart> parts = new List<ParticlePart>();
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public ParticleExplosion(Texture texture, int particleCount, double duration)
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{
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Texture = texture;
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this.particleCount = particleCount;
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this.duration = duration;
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Blending = BlendingParameters.Additive;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Restart();
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}
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/// <summary>
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/// Restart the animation from the current point in time.
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/// Supports transform time offset chaining.
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/// </summary>
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public void Restart()
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{
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startTime = TransformStartTime;
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this.FadeOutFromOne(duration);
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parts.Clear();
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for (int i = 0; i < particleCount; i++)
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parts.Add(new ParticlePart(duration));
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}
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protected override void Update()
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{
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base.Update();
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Invalidate(Invalidation.DrawNode);
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}
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protected override DrawNode CreateDrawNode() => new ParticleExplosionDrawNode(this);
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private class ParticleExplosionDrawNode : SpriteDrawNode
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{
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private readonly List<ParticlePart> parts = new List<ParticlePart>();
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private ParticleExplosion source => (ParticleExplosion)Source;
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private double startTime;
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private double currentTime;
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private Vector2 sourceSize;
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public ParticleExplosionDrawNode(Sprite source)
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: base(source)
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{
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}
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public override void ApplyState()
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{
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base.ApplyState();
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parts.Clear();
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parts.AddRange(source.parts);
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sourceSize = source.Size;
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startTime = source.startTime;
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currentTime = source.Time.Current;
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}
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protected override void Blit(Action<TexturedVertex2D> vertexAction)
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{
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var time = currentTime - startTime;
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foreach (var p in parts)
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{
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Vector2 pos = p.PositionAtTime(time);
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float alpha = p.AlphaAtTime(time);
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var rect = new RectangleF(
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pos.X * sourceSize.X - Texture.DisplayWidth / 2,
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pos.Y * sourceSize.Y - Texture.DisplayHeight / 2,
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Texture.DisplayWidth,
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Texture.DisplayHeight);
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// convert to screen space.
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var quad = new Quad(
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Vector2Extensions.Transform(rect.TopLeft, DrawInfo.Matrix),
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Vector2Extensions.Transform(rect.TopRight, DrawInfo.Matrix),
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Vector2Extensions.Transform(rect.BottomLeft, DrawInfo.Matrix),
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Vector2Extensions.Transform(rect.BottomRight, DrawInfo.Matrix)
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);
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DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha), null, vertexAction,
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new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
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null, TextureCoords);
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}
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}
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}
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private readonly struct ParticlePart
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{
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private readonly double duration;
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private readonly float direction;
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private readonly float distance;
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public ParticlePart(double availableDuration)
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{
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distance = RNG.NextSingle(0.5f);
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duration = RNG.NextDouble(availableDuration / 3, availableDuration);
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direction = RNG.NextSingle(0, MathF.PI * 2);
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}
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public float AlphaAtTime(double time) => 1 - progressAtTime(time);
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public Vector2 PositionAtTime(double time)
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{
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var travelledDistance = distance * progressAtTime(time);
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return new Vector2(0.5f) + travelledDistance * new Vector2(MathF.Sin(direction), MathF.Cos(direction));
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}
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private float progressAtTime(double time) => (float)Math.Clamp(time / duration, 0, 1);
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}
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}
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}
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