SBSPSS/source/fx/fxjfish.cpp
2001-06-14 21:17:10 +00:00

116 lines
2.8 KiB
C++

/**********************/
/*** JellyFish Legs ***/
/**********************/
#include "system\global.h"
#include <DStructs.h>
#include "utils\utils.h"
#include "gfx\prim.h"
#include "gfx\sprbank.h"
#include <sprites.h>
#include "level\level.h"
#include "game\game.h"
#include "FX\FXjfish.h"
static const int LegCount=3;
static const int LegWInc=32/LegCount;
static const int LegHInc=-4;
static const int LegAngleInc=7;
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CFXJellyFishLegs::init(DVECTOR const &_Pos)
{
CFX::init();
Pos=_Pos;
Ofs.vx=0; Ofs.vy=0;
Angle=getRnd();
AngleInc=LegAngleInc+getRndRange(3);
Scale = ONE;
}
/*****************************************************************************/
void CFXJellyFishLegs::Setup(int XOfs,int YOfs,bool XFlip)
{
Ofs.vx=XOfs;
Ofs.vy=YOfs;
this->XFlip=XFlip;
}
/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
void CFXJellyFishLegs::think(int _frames)
{
Pos=getParent()->getPos();
CFX::think(_frames);
Angle++; Angle&=CIRCLE_TAB_MASK;
AngleInc=LegAngleInc;
}
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
void CFXJellyFishLegs::render()
{
CFX::render();
if (!canRender()) return;
SpriteBank *SprBank=CGameScene::getSpriteBank();;
DVECTOR RenderPos=getRenderPos();
int WOfs=0;
int H;
int ThisAngle=Angle;
int LegHeight=SprBank->getFrameHeight(FRM__LEG)-4;
int ScaleWInc=(Scale*LegWInc)>>12;
int ScaleHInc=(Scale*LegHInc)>>12;
RenderPos.vx+=Ofs.vx;
RenderPos.vy+=Ofs.vy;
for (int i=0; i<LegCount; i++)
{
ThisAngle+=AngleInc;
ThisAngle&=CIRCLE_TAB_MASK;
H=LegHeight+(CircleTable[ThisAngle]>>5);
int spriteWidth = ( Scale * CGameScene::getSpriteBank()->getFrameWidth(FRM__LEG) ) >> 12;
POLY_FT4 *Ft4;
if ( XFlip )
{
Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx + 6 + ( spriteWidth >> 1 ),RenderPos.vy,XFlip,0,OtPos,Scale>>4);
}
else
{
Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx - 6 - ( spriteWidth >> 1 ),RenderPos.vy,XFlip,0,OtPos,Scale>>4);
}
if (!XFlip)
{
Ft4->x1-=WOfs;
Ft4->x3-=WOfs;
}
else
{
Ft4->x0+=WOfs;
Ft4->x2+=WOfs;
}
Ft4->y2=Ft4->y0+H;
Ft4->y3=Ft4->y1+H;
// RenderPos.vy+=H+LegHInc;
// WOfs+=LegWInc;
RenderPos.vy+=H+ScaleHInc;
WOfs+=ScaleWInc;
}
}