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BLADERUNNER: added item pickup effect
also added support for rendering items on screen (not in the world) pickup effect can be tested in debug compilation by clicking on any object (not item, but object like, hydrant, or doors) in first scene
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,108 @@ | ||
/* ScummVM - Graphic Adventure Engine | ||
* | ||
* ScummVM is the legal property of its developers, whose names | ||
* are too numerous to list here. Please refer to the COPYRIGHT | ||
* file distributed with this source distribution. | ||
* | ||
* This program is free software; you can redistribute it and/or | ||
* modify it under the terms of the GNU General Public License | ||
* as published by the Free Software Foundation; either version 2 | ||
* of the License, or (at your option) any later version. | ||
* | ||
* This program is distributed in the hope that it will be useful, | ||
* but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
* GNU General Public License for more details. | ||
* | ||
* You should have received a copy of the GNU General Public License | ||
* along with this program; if not, write to the Free Software | ||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | ||
* | ||
*/ | ||
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#include "bladerunner/item_pickup.h" | ||
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#include "bladerunner/bladerunner.h" | ||
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#include "bladerunner/audio_player.h" | ||
#include "bladerunner/gameinfo.h" | ||
#include "slice_animations.h" | ||
#include "slice_renderer.h" | ||
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namespace BladeRunner { | ||
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ItemPickup::ItemPickup(BladeRunnerEngine *vm) { | ||
_vm = vm; | ||
_facingStep = float(1.0f / 3000.0f * M_PI); | ||
reset(); | ||
} | ||
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ItemPickup::~ItemPickup() { | ||
} | ||
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void ItemPickup::setup(int animationId, int screenX, int screenY) { | ||
_animationId = animationId; | ||
_animationFrame = 0; | ||
_facing = 0.0; | ||
_timeLeft = 3000; | ||
_scale = 0; | ||
_screenX = CLIP(screenX, 40, 600); | ||
_screenY = CLIP(screenY, 40, 440); | ||
_screenRect.left = _screenX - 40; | ||
_screenRect.right = _screenX + 40; | ||
_screenRect.top = _screenY - 40; | ||
_screenRect.bottom = _screenY + 40; | ||
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int pan = (150 * _screenX - 48000) / 640; | ||
_vm->_audioPlayer->playAud(_vm->_gameInfo->getSfxTrack(335), 80, pan, pan, 50, 0); | ||
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_timeLast = _vm->getTotalPlayTime(); | ||
} | ||
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void ItemPickup::reset() { | ||
_animationId = -1; | ||
_screenX = 0; | ||
_screenY = 0; | ||
_facing = 0.0f; | ||
_scale = 1.0f; | ||
_animationFrame = 0; | ||
_timeLeft = 0; | ||
_timeLast = 0; | ||
} | ||
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void ItemPickup::tick() { | ||
if (_timeLeft == 0) { | ||
return; | ||
} | ||
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int timeNow = _vm->getTotalPlayTime(); | ||
int timeDiff = timeNow - _timeLast; | ||
_timeLast = timeNow; | ||
timeDiff = MIN(MIN(timeDiff, 67), _timeLeft); | ||
_timeLeft -= timeDiff; | ||
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if (_timeLeft >= 2000) { | ||
_scale = 1.0f - (((2000.0f - _timeLeft) / 1000.0f) * ((2000.0f - _timeLeft) / 1000.0f)); | ||
} else if (_timeLeft < 1000) { | ||
_scale = 1.0f - (((1000.0f - _timeLeft) / 1000.0f) * ((1000.0f - _timeLeft) / 1000.0f)); | ||
} else { | ||
_scale = 1.0f; | ||
} | ||
_scale *= 75.0f; | ||
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_facing += _facingStep * timeDiff; | ||
if (_facing > float(2.0f * M_PI)) { | ||
_facing -= float(2.0f * M_PI); | ||
} | ||
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_animationFrame = (_animationFrame + 1) % _vm->_sliceAnimations->getFrameCount(_animationId); | ||
} | ||
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void ItemPickup::draw() { | ||
if (_timeLeft == 0) { | ||
return; | ||
} | ||
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_vm->_sliceRenderer->drawOnScreen(_animationId, _animationFrame, _screenX, _screenY, _facing, _scale, _vm->_surface2, _vm->_zBuffer2); | ||
} | ||
} // End of namespace BladeRunner |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,61 @@ | ||
/* ScummVM - Graphic Adventure Engine | ||
* | ||
* ScummVM is the legal property of its developers, whose names | ||
* are too numerous to list here. Please refer to the COPYRIGHT | ||
* file distributed with this source distribution. | ||
* | ||
* This program is free software; you can redistribute it and/or | ||
* modify it under the terms of the GNU General Public License | ||
* as published by the Free Software Foundation; either version 2 | ||
* of the License, or (at your option) any later version. | ||
* | ||
* This program is distributed in the hope that it will be useful, | ||
* but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
* GNU General Public License for more details. | ||
* | ||
* You should have received a copy of the GNU General Public License | ||
* along with this program; if not, write to the Free Software | ||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | ||
* | ||
*/ | ||
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#ifndef BLADERUNNER_ITEMPICKUP_H | ||
#define BLADERUNNER_ITEMPICKUP_H | ||
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#include "common/rect.h" | ||
#include "graphics/surface.h" | ||
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namespace BladeRunner { | ||
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class BladeRunnerEngine; | ||
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class ItemPickup { | ||
BladeRunnerEngine *_vm; | ||
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float _facingStep; | ||
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int _animationId; | ||
int _screenX; | ||
int _screenY; | ||
float _facing; | ||
float _scale; | ||
int _animationFrame; | ||
int _timeLeft; | ||
int _timeLast; | ||
Common::Rect _screenRect; | ||
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public: | ||
ItemPickup(BladeRunnerEngine *vm); | ||
~ItemPickup(); | ||
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void setup(int animationId, int screenX, int screenY); | ||
void reset(); | ||
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void tick(); | ||
void draw(); | ||
}; | ||
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} // End of namespace BladeRunner | ||
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#endif |
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Original file line number | Diff line number | Diff line change |
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@@ -26,6 +26,7 @@ MODULE_OBJS = \ | |
gameinfo.o \ | ||
image.o \ | ||
item.o \ | ||
item_pickup.o \ | ||
items.o \ | ||
light.o \ | ||
lights.o \ | ||
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