tweaked colors and added particle flash
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2bc5098f36
commit
c597318ae6
10 files changed
+240
-73
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@@ -200,7 +200,9 @@ void Sprite::Draw()
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}
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D3DXCOLOR colorDiffuse = m_colorDiffuse;
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D3DXCOLOR colorDiffuse[4];
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for(int i=0; i<4; i++)
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colorDiffuse[i] = m_colorDiffuse[i];
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D3DXCOLOR colorAdd = m_colorAdd;
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// update properties based on SpriteEffects
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@@ -209,10 +211,16 @@ void Sprite::Draw()
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case no_effect:
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break;
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case blinking:
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colorDiffuse = m_bTweeningTowardEndColor ? m_start_colorDiffuse : m_end_colorDiffuse;
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{
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for(int i=0; i<4; i++)
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colorDiffuse[i] = m_bTweeningTowardEndColor ? m_start_colorDiffuse[i] : m_end_colorDiffuse[i];
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}
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break;
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case camelion:
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colorDiffuse = m_start_colorDiffuse*m_fPercentBetweenColors + m_end_colorDiffuse*(1.0f-m_fPercentBetweenColors);
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{
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for(int i=0; i<4; i++)
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colorDiffuse[i] = m_start_colorDiffuse[i]*m_fPercentBetweenColors + m_end_colorDiffuse[i]*(1.0f-m_fPercentBetweenColors);
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}
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break;
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case glowing:
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colorAdd = m_start_colorAdd*m_fPercentBetweenColors + m_end_colorAdd*(1.0f-m_fPercentBetweenColors);
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@@ -227,7 +235,8 @@ void Sprite::Draw()
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case flickering:
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m_bVisibleThisFrame = !m_bVisibleThisFrame;
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if( !m_bVisibleThisFrame )
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colorDiffuse = D3DXCOLOR(0,0,0,0); // don't draw the frame
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for(int i=0; i<4; i++)
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colorDiffuse[i] = D3DXCOLOR(0,0,0,0); // don't draw the frame
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break;
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}
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@@ -250,7 +259,10 @@ void Sprite::Draw()
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v[2].tu = pTexCoordRect->right; v[2].tv = pTexCoordRect->bottom; // bottom right
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v[3].tu = pTexCoordRect->right; v[3].tv = pTexCoordRect->top; // top right
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v[0].color = v[1].color = v[2].color = v[3].color = colorDiffuse;
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v[0].color = colorDiffuse[2]; // bottom left
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v[1].color = colorDiffuse[0]; // top left
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v[2].color = colorDiffuse[3]; // bottom right
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v[3].color = colorDiffuse[1]; // top right
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pVB->Unlock();
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