1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
3 | #ifndef GAME_CLIENT_COMPONENTS_EFFECTS_H |
4 | #define GAME_CLIENT_COMPONENTS_EFFECTS_H |
5 | |
6 | #include <base/vmath.h> |
7 | |
8 | #include <game/client/component.h> |
9 | |
10 | class CEffects : public CComponent |
11 | { |
12 | bool m_Add5hz; |
13 | bool m_Add50hz; |
14 | bool m_Add100hz; |
15 | |
16 | public: |
17 | CEffects(); |
18 | virtual int Sizeof() const override { return sizeof(*this); } |
19 | |
20 | virtual void OnRender() override; |
21 | |
22 | void BulletTrail(vec2 Pos, float Alpha = 1.f, float TimePassed = 0.f); |
23 | void SmokeTrail(vec2 Pos, vec2 Vel, float Alpha = 1.f, float TimePassed = 0.f); |
24 | void SkidTrail(vec2 Pos, vec2 Vel, float Alpha = 1.0f); |
25 | void Explosion(vec2 Pos, float Alpha = 1.0f); |
26 | void HammerHit(vec2 Pos, float Alpha = 1.0f); |
27 | void AirJump(vec2 Pos, float Alpha = 1.0f); |
28 | void DamageIndicator(vec2 Pos, vec2 Dir, float Alpha = 1.0f); |
29 | void ResetDamageIndicator(); |
30 | void PlayerSpawn(vec2 Pos, float Alpha = 1.0f); |
31 | void PlayerDeath(vec2 Pos, int ClientId, float Alpha = 1.0f); |
32 | void PowerupShine(vec2 Pos, vec2 Size, float Alpha = 1.0f); |
33 | void FreezingFlakes(vec2 Pos, vec2 Size, float Alpha = 1.0f); |
34 | void FinishConfetti(vec2 Pos, float Alpha = 1.0f); |
35 | |
36 | void Update(); |
37 | }; |
38 | #endif |
39 | |