void GamePlay::levelLoadFromGrid(Grid* g) { deleteGrid(); grid=g->allocCopy(); }
void Quad::setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo) { deleteGrid(); if (x == 0 || y == 0) { gridTimer = 0; xDivs = 0; yDivs = 0; doUpdateGrid = false; } else { this->drawGridOffsetX = dgox; this->drawGridOffsetY = dgoy; this->drawGridModX = dgmx; this->drawGridModY = dgmy; this->drawGridTimeMultiplier = dgtm; drawGridOut = dgo; xDivs = x; yDivs = y; createGrid(x, y); gridTimer = 0; doUpdateGrid = true; } }
void ParticleGrid::setViewport(const box2i &viewport) { if (viewport != this->viewport) { this->viewport = viewport; deleteGrid(); } }
void ParticleGrid::setParticleRadius(float radius) { if (radius != this->radius) { this->radius = radius; deleteGrid(); } }
void Quad::createGrid(int xd, int yd) { deleteGrid(); xDivs = xd; yDivs = yd; drawGrid = new Vector * [xDivs]; for (int i = 0; i < xDivs; i++) { drawGrid[i] = new Vector [yDivs]; for (int j = 0; j < yDivs; j++) { drawGrid[i][j].z = 1; } } resetGrid(); }
void Element::setElementEffectByIndex(int eidx) { deleteGrid(); setBlendType(RenderObject::BLEND_DEFAULT); alpha.stop(); alpha = 1; elementEffectIndex = eidx; ElementEffect e = dsq->getElementEffectByIndex(eidx); switch(e.type) { case EFX_SEGS: { setSegs(e.segsx, e.segsy, e.segs_dgox, e.segs_dgoy, e.segs_dgmx, e.segs_dgmy, e.segs_dgtm, e.segs_dgo); setStatic(false); } break; case EFX_ALPHA: { setBlendType(e.blendType); alpha = e.alpha; setStatic(false); } break; case EFX_WAVY: { /* char buf[256]; sprintf(buf, "setting wavy segsy: %d radius: %d min: %d max: %d", e.segsy, e.wavy_radius, e.wavy_min, e.wavy_max); debugLog(buf); */ wavy.resize(e.segsy); float bity = float(getHeight())/float(e.segsy); for (int i = 0; i < wavy.size(); i++) { wavy[i] = Vector(0, -(i*bity)); } //wavySave = wavy; wavyRadius = e.wavy_radius; wavyFlip = e.wavy_flip; wavyMin = bity; wavyMax = bity*1.2f; //wavyRadius = 8; createGrid(2, e.segsy); setGridFromWavy(); //createGrid(8,8); /* wavyMin = e.wavy_min; wavyMax = e.wavy_max; */ setStatic(false); } break; default: setStatic(true); break; } elementEffectType = e.type; }
void Quad::destroy() { deleteGrid(); RenderObject::destroy(); }
GamePlay::~GamePlay() { deleteGrid(); if (mesh!=NULL) delete mesh; }
ParticleGrid::~ParticleGrid() { deleteGrid(); }