126 lines
3.1 KiB
C++
126 lines
3.1 KiB
C++
/**********************/
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/*** JellyFish Legs ***/
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/**********************/
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#include "system\global.h"
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#include <DStructs.h>
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#include "utils\utils.h"
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#include "gfx\prim.h"
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#include "gfx\sprbank.h"
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#include <sprites.h>
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#include "level\level.h"
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#include "game\game.h"
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#include "FX\FXjfish.h"
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static const int LegCount=3;
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static const int LegWInc=32/LegCount;
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static const int LegHInc=-4;
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static const int LegAngleInc=7;
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CFXJellyFishLegs::init(DVECTOR const &_Pos)
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{
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CFX::init();
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Pos=_Pos;
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Ofs.vx=0; Ofs.vy=0;
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Angle=getRnd();
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AngleInc=LegAngleInc+getRndRange(3);
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Scale = ONE;
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}
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/*****************************************************************************/
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void CFXJellyFishLegs::Setup(int XOfs,int YOfs,bool XFlip)
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{
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Ofs.vx=XOfs;
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Ofs.vy=YOfs;
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this->XFlip=XFlip;
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}
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/*****************************************************************************/
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/*** Think *******************************************************************/
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/*****************************************************************************/
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void CFXJellyFishLegs::think(int _frames)
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{
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Pos=getParent()->getPos();
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CFX::think(_frames);
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Angle++; Angle&=CIRCLE_TAB_MASK;
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AngleInc=LegAngleInc;
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}
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/*****************************************************************************/
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/*** Render ******************************************************************/
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/*****************************************************************************/
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void CFXJellyFishLegs::render()
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{
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CFX::render();
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if (!canRender()) return;
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SpriteBank *SprBank=CGameScene::getSpriteBank();;
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DVECTOR RenderPos=getRenderPos();
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int WOfs=0;
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int H;
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int ThisAngle=Angle;
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int LegHeight=SprBank->getFrameHeight(FRM__LEG)-4;
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int ScaleWInc=(Scale*LegWInc)>>12;
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int ScaleHInc=(Scale*LegHInc)>>12;
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RenderPos.vx+=Ofs.vx;
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RenderPos.vy+=Ofs.vy;
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for (int i=0; i<LegCount; i++)
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{
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ThisAngle+=AngleInc;
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ThisAngle&=CIRCLE_TAB_MASK;
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H=LegHeight+(CircleTable[ThisAngle]>>5);
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int spriteWidth = ( Scale * CGameScene::getSpriteBank()->getFrameWidth(FRM__LEG) ) >> 12;
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POLY_FT4 *Ft4;
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//Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx,RenderPos.vy,XFlip,0,OtPos,Scale>>4);
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if ( !XFlip )
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{
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Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx + 6 + ( spriteWidth >> 1 ),RenderPos.vy,XFlip,0,OtPos,Scale>>4);
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}
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else
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{
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Ft4=SprBank->printFT4Scaled(FRM__LEG,RenderPos.vx - 6 - ( spriteWidth >> 1 ),RenderPos.vy,XFlip,0,OtPos,Scale>>4);
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}
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if (!XFlip)
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{
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// Ft4->x1-=WOfs;
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// Ft4->x3-=WOfs;
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Ft4->x0+=WOfs/2;
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Ft4->x2+=WOfs/2;
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Ft4->x1-=WOfs/2;
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Ft4->x3-=WOfs/2;
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}
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else
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{
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// Ft4->x0+=WOfs;
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// Ft4->x2+=WOfs;
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Ft4->x0+=WOfs/2;
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Ft4->x2+=WOfs/2;
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Ft4->x1-=WOfs/2;
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Ft4->x3-=WOfs/2;
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}
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Ft4->y2=Ft4->y0+H;
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Ft4->y3=Ft4->y1+H;
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// RenderPos.vy+=H+LegHInc;
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// WOfs+=LegWInc;
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RenderPos.vy+=H+ScaleHInc;
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WOfs+=ScaleWInc;
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}
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}
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