Example #1
0
        /// <summary>
        /// Get the color of the currently active node.  If the active node is null
        /// then it gets the color of the current color palette selection.
        /// </summary>
        /// <returns></returns>
        public static Vector4 GetCurrentColor()
        {
            int colorIndex = InGame.inGame.shared.curObjectColor;

            Classification.Colors color = ColorPalette.GetColorFromIndex(colorIndex);
            return(Classification.ColorVector4(color));
        }   // end of WayPoint GetActiveColor()
        // c'tor
        public ColorPalette()
        {
            // Create elements for the color buttons.
            // Start with a blob of common parameters.
            UIGridElement.ParamBlob blob = new UIGridElement.ParamBlob();
            blob.width           = 1.0f;
            blob.height          = 1.0f;
            blob.edgeSize        = 0.5f;
            blob.selectedColor   = Color.White;
            blob.unselectedColor = Color.White;
            blob.normalMapName   = @"QuarterRound4NormalMap";

            int numColors = (int)Classification.Colors.SIZEOF - 1;

            buttonHitBoxes = new AABB2D[numColors];
            for (int i = 0; i < numEntries; i++)
            {
                buttonHitBoxes[i] = new AABB2D();
            }

            for (int i = 0; i < numEntries; i++)
            {
                buttons[i]     = new UIGrid2DTextureElement(blob, null);
                buttons[i].NoZ = false;

                // Set initial size.
                textureSize[i] = inactiveSize;

                buttons[i].BaseColor = Classification.ColorVector4(GetColorFromIndex(i));
            }

            camera = new UiCamera();
        }
Example #3
0
        public override void SetColor(Classification.Colors color)
        {
            base.SetColor(color);

            // Apply a twitch to transition the RGBA color to match.
            // colorRGBA = ColorVector4(color);
            TwitchManager.Set <Vector4> set = delegate(Vector4 val, Object param) { tail.Color = val; };
            TwitchManager.CreateTwitch(tail.Color, Classification.ColorVector4(color), set, 0.1f, TwitchCurve.Shape.EaseInOut);
        }
Example #4
0
        public override void Render(Camera camera)
        {
            modelAnim.Update();
            modelAnim.SetupIdle(sro);

            sro.RenderColor = Classification.ColorVector4(Color);
            Matrix matrixRender = this.matrixSro * world;

            sro.Render(camera, ref matrixRender, null);
        }
        private static void RenderEffect(ScoreEffect scoreEffect, Camera camera, Vector3 forward)
        {
            if (scoreEffect.crts == null)
            {
                return;
            }

            GraphicsDevice device = BokuGame.bokuGame.GraphicsDevice;

            Vector3 diff = scoreEffect.curr - camera.ActualFrom;
            float   dist = diff.Length();

            Parameter(EffectParams.ScoreAlpha).SetValue(scoreEffect.alpha);
            Parameter(EffectParams.ScoreColor).SetValue(Classification.ColorVector4(scoreEffect.color));
            Parameter(EffectParams.ScoreColorDarken).SetValue(kScoreColorDarken);

            device.SetVertexBuffer(vertexBuf);
            device.Indices = UI2D.Shared.QuadIndexBuff;

            Matrix translation = new Matrix();
            Matrix world       = Matrix.CreateBillboard(
                scoreEffect.curr,
                camera.ActualFrom,
                camera.ViewUp,
                forward);

            float distanceScalar = kEffectScalar * dist;
            float offset         = 0;

            for (int i = 0; i < scoreEffect.crts.Length; ++i)
            {
                CharRenderTarget crt = scoreEffect.crts[i];

                if (i > 0)
                {
                    offset += crt.charWidth / 2;
                }

                translation = Matrix.CreateTranslation(world.Left * offset * distanceScalar);
                Matrix worldViewProj = world * translation * camera.ViewMatrix * camera.ProjectionMatrix;

                Vector2 scoreSize = new Vector2(crt.surface.Width, crt.surface.Height) * distanceScalar;

                Parameter(EffectParams.WorldViewProj).SetValue(worldViewProj);
                Parameter(EffectParams.ScoreSize).SetValue(scoreSize);
                Parameter(EffectParams.ScoreTexture).SetValue(crt.surface);

                Effect.CurrentTechnique.Passes[0].Apply();

                device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2);

                offset += crt.charWidth / 2;
            }
        }
        /// <summary>
        /// Fire a missile from the given shooter's position at the target position.
        /// </summary>
        /// <param name="shooter"></param>
        /// <param name="targetPos"></param>
        /// <param name="color"></param>
        /// <param name="verbPayload"></param>
        /// <returns></returns>
        public bool Fire(GameActor shooter,
                         Vector3 targetPos,
                         Classification.Colors color,
                         GameThing.Verbs verbPayload,
                         int damage)
        {
            if (numActiveBleeps < kMaxBleeps)
            {
                float speed     = shooter.BlipSpeed;
                float time2Live = shooter.BlipRange / speed;
                Bleep bleep     = new Bleep();
                bleep.Position    = shooter.WorldGlowPosition;
                bleep.StartHeight = bleep.Position.Z;
                bleep.Position.Z  = shooter.WorldCollisionCenter.Z;
                bleep.Velocity    = Vector3.Normalize(targetPos - bleep.Position) * speed;
                float vdotv = Vector3.Dot(bleep.Velocity, shooter.Movement.Velocity);
                if (vdotv > 0)
                {
                    /// If the bullet is moving the same direction as the shooter,
                    /// add in the shooter's speed in the bullet's direction.
                    /// This will only speed up the bullet, not change it's firing
                    /// direction.
                    vdotv          /= bleep.Velocity.LengthSquared();
                    bleep.Velocity += bleep.Velocity * vdotv;
                }
                bleep.Life        = bleep.TTL = time2Live;
                bleep.VerbPayload = verbPayload;
                bleep.Damage      = damage;

                Vector4 color4 = Classification.ColorVector4(color);
                /// Brighten up the color a bit.
                color4.X    = MyMath.SmoothStep(0.0f, 1.0f, color4.X);
                color4.Y    = MyMath.SmoothStep(0.0f, 1.0f, color4.Y);
                color4.Z    = MyMath.SmoothStep(0.0f, 1.0f, color4.Z);
                bleep.Color = new Color(color4);

                bleep.TTTerraHit = CheckTerrainHit(bleep, speed);

                if (shooter.ActiveBleeps.Bleeps.Count == 0)
                {
                    Shooters.Add(shooter);
                }
                shooter.ActiveBleeps.Bleeps.Add(bleep);

                // Increment the number of active bleeps.  Without this, on the
                // current frame we can end up shooting enough new bleeps to
                // exceed the max.
                ++numActiveBleeps;

                return(true);
            }
            return(false);
        }
Example #7
0
            // c'tor
            public Path(Classification.Colors color)
            {
                this.color = color;
                rgbColor   = Classification.ColorVector4(color);

                Paths.Add(this);

                Road = new Road(this);

                ///This might not be the best place for this.
                Node.PrevNode.Reset();
            }   // end of Path c'tor
Example #8
0
        }   // end of CruiseMissile InitSmokeEmitter()

        public override void SetColor(Classification.Colors color)
        {
            // Set the body color.
            base.SetColor(color);

            // Also change the smoke color.
            if (smokeEnabled)
            {
                OffsetEmitter     oe  = attachments[0] as OffsetEmitter;
                SharedSmokeSource sss = oe.Emitter as SharedSmokeSource;
                sss.Color = Classification.ColorVector4(color);
            }
        }   // end of SetColor()
Example #9
0
        /// <summary>
        /// Fire a missile from the given shooter's position at the target position.
        /// </summary>
        /// <param name="shooter"></param>
        /// <param name="targetPos"></param>
        /// <param name="color"></param>
        /// <param name="verbPayload"></param>
        /// <returns></returns>
        public bool Fire(GameActor shooter,
                         GameActor target,
                         Vector3 targetPos,
                         Classification.Colors color)
        {
            if (numActiveBeams < kMaxBeams)
            {
                float speed     = shooter.BeamSpeed;
                float time2Live = shooter.BeamDist / speed;
                Beam  Beam      = new Beam();
                Beam.Position    = shooter.WorldCollisionCenter;
                Beam.StartHeight = shooter.WorldCollisionCenter.Z;
                Beam.Position.Z  = shooter.WorldCollisionCenter.Z;
                // Save out the actor
                Beam.TargetActor = target;
                // Raise the height of the target pos slightly to avoid terrain hits
                targetPos.Z  += heightOffSet;
                Beam.Velocity = Vector3.Normalize(targetPos - Beam.Position) * speed;
                float vdotv = Vector3.Dot(Beam.Velocity, shooter.Movement.Velocity);
                if (vdotv > 0)
                {
                    /// If the bullet is moving the same direction as the shooter,
                    /// add in the shooter's speed in the bullet's direction.
                    /// This will only speed up the bullet, not change it's firing
                    /// direction.
                    vdotv         /= Beam.Velocity.LengthSquared();
                    Beam.Velocity += Beam.Velocity * vdotv;
                }
                Beam.Life = Beam.TTL = time2Live;

                Vector4 color4 = Classification.ColorVector4(color);
                /// Brighten up the color a bit.
                color4.X   = MyMath.SmoothStep(0.0f, 1.0f, color4.X);
                color4.Y   = MyMath.SmoothStep(0.0f, 1.0f, color4.Y);
                color4.Z   = MyMath.SmoothStep(0.0f, 1.0f, color4.Z);
                Beam.Color = new Color(color4);

                Beam.TTTerraHit = CheckTerrainHit(Beam, speed);

                if (shooter.ActiveBeams.Beams.Count == 0)
                {
                    Shooters.Add(shooter);
                }
                shooter.ActiveBeams.Beams.Add(Beam);

                return(true);
            }
            return(false);
        }
Example #10
0
        private void Setup(Vector3 position,                      // Starting position.
                           GameActor launcher,                    // Actor that launched this missile.
                           float initialRotation,
                           GameThing.Verbs verbPayload,
                           int damage,
                           MissileChassis.BehaviorFlags behavior,
                           Classification.Colors color,
                           float desiredSpeed,
                           bool wantSmoke)
        {
            smokeEnabled = wantSmoke;

            // Or, we could change the sound to something other than the rumble.
            if (!smokeEnabled)
            {
                XmlActorParams.IdleSoundName = null;
            }

            MissileChassis missileChassis = Chassis as MissileChassis;

            missileChassis.Missile      = this;
            missileChassis.Launcher     = launcher;
            missileChassis.VerbPayload  = verbPayload;
            missileChassis.Damage       = damage;
            missileChassis.Behavior     = behavior;
            missileChassis.Rotation     = initialRotation;
            missileChassis.DesiredSpeed = desiredSpeed;

            Mass = 10.0f;

            Movement.Position = position;

            // Calculate initial missile speed.
            float   initialSpeed = desiredSpeed;
            Vector3 gunVel       = launcher.Movement.Velocity;
            Vector3 shotVel      = new Vector3((float)Math.Cos(initialRotation), (float)Math.Sin(initialRotation), 0f) * initialSpeed;

            if (gunVel.X != 0 || gunVel.Y != 0)
            {
                // Add in some of the launcher's velocity.  Missile will
                // gradually adjust its speed to its desired velocity.
                Vector3 gunVelNorm  = Vector3.Normalize(gunVel);
                Vector3 shotVelNorm = Vector3.Normalize(shotVel);
                float   dot         = Vector3.Dot(gunVelNorm, shotVelNorm);
                Vector3 proj        = gunVel * dot;
                initialSpeed = proj.Length() * MyMath.Direction(dot);
            }
            // Don't allow initial speed to be negative because it looks odd.
            missileChassis.Speed = Math.Max(desiredSpeed, initialSpeed);

            classification.Color = color;

            InitSmokeEmitter(Classification.ColorVector4(classification.Color));

            InitMuzzleFlash(Classification.ColorVector4(classification.Color), 2.0f, 8.0f);

            missileChassis.IgnoreGlassWalls = true;
            missileChassis.Feelers.Clear();     // Don't want missiles to hit glass walls.

            // Register for collisions.
            //InGame.inGame.RegisterCollide(this);
        }   // end of Setup()
Example #11
0
        /// <summary>
        /// Do a smooth transitioned color change.
        /// </summary>
        /// <param name="color"></param>
        public override void SetColor(Classification.Colors color)
        {
            base.SetColor(color);

            SetColor(Classification.ColorVector4(color));
        }