This commit is contained in:
Daveo 2001-06-01 15:10:05 +00:00
parent 8f4cbe45a8
commit 99a6466f54
8 changed files with 113 additions and 128 deletions

BIN
Graphics/sfx/+bubblepop.bmp Normal file

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Width:  |  Height:  |  Size: 246 B

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@ -157,6 +157,7 @@ fx_src := fx \
fxbaseanim \
fxbasetrail \
fxbaseemitter \
fxbubble \
fxnrgbar \
fxjfish \
fxfallingtile \

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@ -163,7 +163,7 @@ SFX_GFX := +smoke.bmp \
+Star0001.bmp +Star0002.bmp +Star0003.bmp \
+Star20001.bmp +Star20002.bmp +Star20003.bmp \
+fire01.bmp +fire02.bmp +fire03.bmp +fire04.bmp +fire05.bmp +fire06.bmp \
+drip.bmp \
+drip.bmp +bubblepop.bmp\
+leg.bmp
SFX_GFX_IN := $(foreach FILE,$(SFX_GFX),$(SFX_GFX_DIR)/$(FILE))

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@ -17,6 +17,7 @@
#include "FX\FXBaseAnim.h"
#include "FX\FXBaseEmitter.h"
#include "FX\FXBubble.h"
#include "FX\FXfallingTile.h"
#include "FX\FXSteam.h"
@ -107,7 +108,7 @@ CFXBaseAnim::sFXAnim FXAcidDripData=
FRM__DRIP,FRM__DRIP,
1,
127,127,255,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL | CFXBaseAnim::FXANIM_FLAG_HAS_GRAVITY,
{0,1},
CFX::FX_TYPE_SPLASH_WATER
};
@ -117,7 +118,7 @@ CFXBaseAnim::sFXAnim FXLavaDripData=
FRM__DRIP,FRM__DRIP,
1,
127,127,255,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL | CFXBaseAnim::FXANIM_FLAG_HAS_GRAVITY,
{0,1},
CFX::FX_TYPE_SPLASH_WATER
};
@ -127,10 +128,52 @@ CFXBaseAnim::sFXAnim FXOilDripData=
FRM__DRIP,FRM__DRIP,
1,
127,127,255,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL | CFXBaseAnim::FXANIM_FLAG_HAS_GRAVITY,
{0,1},
CFX::FX_TYPE_SPLASH_WATER
};
// Bubble
CFXBaseAnim::sFXAnim FXBubbleWaterData=
{
ONE/2,
FRM__BUBBLE_2,FRM__BUBBLE_2,
1,
127,127,255,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
{0,-1},
CFX::FX_TYPE_SPLASH_WATER
};
CFXBaseAnim::sFXAnim FXBubbleAcidData=
{
ONE/2,
FRM__BUBBLE_2,FRM__BUBBLE_2,
1,
127,127,255,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
{0,-1},
CFX::FX_TYPE_SPLASH_WATER
};
CFXBaseAnim::sFXAnim FXBubbleLavaData=
{
ONE/2,
FRM__BUBBLE_2,FRM__BUBBLE_2,
1,
127,127,255,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
{0,-1},
CFX::FX_TYPE_SPLASH_WATER
};
CFXBaseAnim::sFXAnim FXBubbleOilData=
{
ONE/2,
FRM__BUBBLE_2,FRM__BUBBLE_2,
1,
127,127,255,
CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
{0,-1},
CFX::FX_TYPE_SPLASH_WATER
};
/*****************************************************************************/
/*
@ -154,7 +197,7 @@ void TestFX(DVECTOR Pos)
}
*/
/*****************************************************************************/
int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_DROP_WATER;
int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_BUBBLE_WATER;
void TestFX(DVECTOR Pos)
{
CFX::Create((CFX::FX_TYPE)FXType,Pos);
@ -217,6 +260,22 @@ CFX *NewFX;
NewFX=new ("FXOilDrip") CFXBaseAnim();
NewFX->setData(&FXOilDripData);
break;
case FX_TYPE_BUBBLE_WATER:
NewFX=new ("FXBubbleWater") CFXBubble();
NewFX->setData(&FXBubbleWaterData);
break;
case FX_TYPE_BUBBLE_ACID:
NewFX=new ("FXBubbleAcid") CFXBubble();
NewFX->setData(&FXBubbleAcidData);
break;
case FX_TYPE_BUBBLE_LAVA:
NewFX=new ("FXBubbleLava") CFXBubble();
NewFX->setData(&FXBubbleLavaData);
break;
case FX_TYPE_BUBBLE_OIL:
NewFX=new ("FXBubbleOil") CFXBubble();
NewFX->setData(&FXBubbleOilData);
break;
case FX_TYPE_NRG_BAR:
NewFX=new ("NRG Bar") CFXNRGBar();
@ -226,10 +285,6 @@ CFX *NewFX;
NewFX=new ("JellyFish Legs") CFXJellyFishLegs();
break;
case FX_TYPE_BUBBLE_WATER:
case FX_TYPE_BUBBLE_ACID:
case FX_TYPE_BUBBLE_LAVA:
case FX_TYPE_BUBBLE_OIL:
case FX_TYPE_LIGHTNING_BOLT:
case FX_TYPE_LIGHTNING_SHEET:
case FX_TYPE_LIGHTNING_BLAST:
@ -245,7 +300,6 @@ CFX *NewFX;
case FX_TYPE_SMOKE:
case FX_TYPE_GAS:
default:
ASSERT(!"UNKNOWN FX TYPE");
return NULL;

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@ -30,7 +30,8 @@ void CFXBaseAnim::init(DVECTOR const &_Pos)
Life=MaxFrame;
}
Gravity=0;
VelY=0;
renderFrame=DataPtr->StartFrame;
}
/*****************************************************************************/
@ -52,11 +53,14 @@ void CFXBaseAnim::think(int _frames)
CurrentFrame=0;
}
Pos.vx+=DataPtr->Velocity.vx;
Pos.vy+=DataPtr->Velocity.vy+Gravity;
Pos.vy+=DataPtr->Velocity.vy+VelY;
int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
renderFrame=DataPtr->StartFrame+ThisFrame;
if (DataPtr->Flags & FXANIM_FLAG_HAS_GRAVITY)
{
Gravity++;
VelY++;
}
if (DataPtr->Flags & FXANIM_FLAG_COLLIDE_KILL)
@ -96,9 +100,7 @@ DVECTOR RenderPos;
SpriteBank *SprBank=CGameScene::getSpriteBank();
int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
POLY_FT4 *Ft4=SprBank->printFT4Scaled(DataPtr->StartFrame+ThisFrame,RenderPos.vx,RenderPos.vy,0,0,OtPos*0,CurrentScale>>4);
POLY_FT4 *Ft4=SprBank->printFT4Scaled(renderFrame,RenderPos.vx,RenderPos.vy,0,0,OtPos*0,CurrentScale>>4);
Ft4->u1--; Ft4->u3--;
Ft4->v2--; Ft4->v3--;
setShadeTex(Ft4,0);

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@ -40,10 +40,10 @@ virtual void SetScale(int S) {CurrentScale=S;}
protected:
sFXAnim *DataPtr;
s16 Gravity;
s16 VelY;
s16 MaxFrame;
s16 CurrentFrame;
u16 renderFrame;
s16 CurrentScale;
};

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@ -1,6 +1,6 @@
/***********************/
/*** Anim Base Class ***/
/***********************/
/*****************/
/*** Bubble FX ***/
/*****************/
#include "system\global.h"
#include <DStructs.h>
@ -12,95 +12,50 @@
#include "game\game.h"
#include "level\layercollision.h"
#include "FX\FXBaseAnim.h"
#include "FX\FXBubble.h"
/*****************************************************************************/
void CFXBaseAnim::init(DVECTOR const &_Pos)
void CFXBubble::init(DVECTOR const &_Pos)
{
CFX::init(_Pos);
CurrentFrame=0;
CurrentScale=DataPtr->Scale;
MaxFrame=((DataPtr->EndFrame-DataPtr->StartFrame)<<DataPtr->FrameShift)-1;
if (DataPtr->Flags & FXANIM_FLAG_LOOP)
{ // Looping Anim, so let it live forever!
Life=-1;
}
else
{
Life=MaxFrame;
}
CFXBaseAnim::init(_Pos);
Life=32+getRndRange(63);
VelY=-getRndRange(4)-1;
CurrentScale=getRndRange(DataPtr->Scale/2)+(DataPtr->Scale/2);
Die=0;
XIdx=getRnd()&15;
Gravity=0;
}
/*****************************************************************************/
void CFXBaseAnim::shutdown()
{
CFX::shutdown();
}
/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
void CFXBaseAnim::think(int _frames)
int XT[16]={ 0,+1,+0,+1,+0, 0,-1,+0,-1,+0,0,+1,+0,+1,+0,};
void CFXBubble::think(int _frames)
{
CFX::think(_frames);
CurrentFrame+=_frames;
if (CurrentFrame>=MaxFrame)
if (Die)
{
CurrentFrame=0;
}
Pos.vx+=DataPtr->Velocity.vx;
Pos.vy+=DataPtr->Velocity.vy+Gravity;
if (DataPtr->Flags & FXANIM_FLAG_HAS_GRAVITY)
{
Gravity++;
}
if (DataPtr->Flags & FXANIM_FLAG_COLLIDE_KILL)
{
CLayerCollision *ColLayer=CGameScene::getCollision();
int DistY = ColLayer->getHeightFromGround( Pos.vx, Pos.vy, 16 );
if (DistY<=0)
if (renderFrame!=FRM__BUBBLEPOP)
{
Pos.vy-=DistY;
killFX();
renderFrame=FRM__BUBBLEPOP;
}
else
{
setToShutdown();
}
}
else
{
CFXBaseAnim::think(_frames);
Pos.vx+=XT[XIdx++];
XIdx&=15;
}
}
/*****************************************************************************/
void CFXBaseAnim::killFX()
void CFXBubble::killFX()
{
setToShutdown();
// If has follow on effect, create it now
if (DataPtr->EndFX)
{
CFX::Create((CFX::FX_TYPE)DataPtr->EndFX,getPos());
}
Die=1;
}
/*****************************************************************************/
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
void CFXBaseAnim::render()
{
DVECTOR RenderPos;
getFXRenderPos(RenderPos);
if (!canRender()) return;
SpriteBank *SprBank=CGameScene::getSpriteBank();
int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
POLY_FT4 *Ft4=SprBank->printFT4Scaled(DataPtr->StartFrame+ThisFrame,RenderPos.vx,RenderPos.vy,0,0,OtPos*0,CurrentScale>>4);
Ft4->u1--; Ft4->u3--;
Ft4->v2--; Ft4->v3--;
setShadeTex(Ft4,0);
setRGB0(Ft4,DataPtr->R,DataPtr->G,DataPtr->B);
}

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@ -1,50 +1,23 @@
/***********************/
/*** Anim Base Class ***/
/***********************/
/*****************/
/*** Bubble FX ***/
/*****************/
#ifndef __FX_FX_BASE_ANIM_HEADER__
#define __FX_FX_BASE_ANIM_HEADER__
#ifndef __FX_FX_BUBBLE_HEADER__
#define __FX_FX_BUBBLE_HEADER__
#include "fx/fx.h"
#include "fx/fxbaseanim.h"
/*****************************************************************************/
class CFXBaseAnim : public CFX
class CFXBubble : public CFXBaseAnim
{
public:
struct sFXAnim
{
s16 Scale;
s16 StartFrame,EndFrame;
s16 FrameShift;
u8 R,G,B;
u8 Flags;
DVECTOR Velocity;
u16 EndFX;
};
enum FXAnim_Flags
{
FXANIM_FLAG_LOOP =1<<0,
FXANIM_FLAG_COLLIDE_KILL =1<<1,
FXANIM_FLAG_HAS_GRAVITY =1<<2,
};
virtual void init(DVECTOR const &Pos);
virtual void shutdown();
virtual void think(int _frames);
virtual void render();
virtual void killFX();
void setData(void *Data) {DataPtr=(sFXAnim*)Data;}
virtual void SetScale(int S) {CurrentScale=S;}
protected:
sFXAnim *DataPtr;
s16 Gravity;
s16 MaxFrame;
s16 CurrentFrame;
s16 CurrentScale;
s8 Die;
u16 XIdx;
};
#endif