clean up moon and star objects

stable-6.1
Maikel de Vries 2015-04-06 18:49:58 +02:00
parent 871873b9bc
commit 1cf1e309ea
3 changed files with 62 additions and 45 deletions

View File

@ -5,7 +5,3 @@ Category=C4D_StaticBack|C4D_Background|C4D_Parallax
Width=128
Height=128
Offset=-64,-64
Vertices=1
VertexY=0
Mass=1
StretchGrowth=1

View File

@ -1,23 +1,31 @@
/*-- Moon --*/
/**
Moon
Moon which are shown in the night sky.
*/
local phase;
protected func Initialize()
{
var alpha=0;
if(GetTime() < 300 || GetTime() > 1140) alpha=255;
SetClrModulation(RGBa(255,255,255,alpha));
var alpha = 0;
var time = FindObject(Find_ID(Environment_Time));
if (time && time->IsNight())
alpha = 255;
SetClrModulation(RGBa(255, 255, 255, alpha));
SetAction("Be");
Update();
this["Parallaxity"] = [30,30];
this.Parallaxity = [30, 30];
return;
}
public func NextMoonPhase()
{
SetMoonPhase(phase+1);
SetMoonPhase(phase + 1);
}
/** @return values from 0..100, depending on the full-ness of the moon */
// Return values from 0 to 100, depending on the full-ness of the moon
public func GetMoonLightness()
{
return 100 - Abs(100 * phase / this.ActMap.Be.Length - 50);
@ -27,43 +35,48 @@ public func GetMoonPhase()
{
return phase;
}
public func SetMoonPhase(int iphase)
public func SetMoonPhase(int to_phase)
{
phase = iphase % this.ActMap.Be.Length;
phase = to_phase % this.ActMap.Be.Length;
Update();
return;
}
private func Update() {
private func Update()
{
SetPhase(phase);
var phases = this.ActMap.Be.Length;
var x = phase - phases/2;
var height = LandscapeHeight() / (6 - (x*x)/phases);
var width = 100 + phase * (LandscapeWidth()-200) / phases;
var x = phase - phases / 2;
var height = LandscapeHeight() / (6 - (x * x) / phases);
var width = 100 + phase * (LandscapeWidth() - 200) / phases;
SetPosition(width,height);
SetPosition(width, height);
return;
}
// only appears during the night
// Only appears during the night.
public func IsCelestial() { return true; }
// Not stored by itself because it's created by the time environment
func SaveScenarioObject() { return false; }
public func SaveScenarioObject() { return false; }
/*-- Properties --*/
local ActMap = {
Be = {
Prototype = Action,
Name = "Be",
Procedure = DFA_FLOAT,
Length = 8,
Delay = 0,
X = 0,
Y = 0,
Wdt = 128,
Hgt = 128,
NextAction = "Hold"
}
Be = {
Prototype = Action,
Name = "Be",
Procedure = DFA_FLOAT,
Length = 8,
Delay = 0,
X = 0,
Y = 0,
Wdt = 128,
Hgt = 128,
NextAction = "Hold"
}
};

View File

@ -1,21 +1,29 @@
/*-- Stars --*/
/**
Stars
Stars which are shown in the night sky.
*/
protected func Initialize()
{
var alpha=0;
if(GetTime()<300 || GetTime()>1140) alpha=255;
var g = RandomX(1,9);
if(g > 1) SetGraphics(Format("%d",g));
SetClrModulation(RGBa(255,255,255,alpha));
var g = RandomX(1, 9);
if (g > 1)
SetGraphics(Format("%d", g));
var alpha = 0;
var time = FindObject(Find_ID(Environment_Time));
if (time && time->IsNight())
alpha = 255;
SetClrModulation(RGBa(255, 255, 255, alpha));
SetObjectBlitMode(GFX_BLIT_Additive);
var parallax = RandomX(8,12);
this["Parallaxity"] = [parallax,parallax];
this.Parallaxity = [parallax, parallax];
return;
}
// Only appears during the night.
public func IsCelestial() { return true; }
// Not stored by itself because it's created by the time environment
// (Also, a million stars in Objects.c would suck)
func SaveScenarioObject() { return false; }
local Name = "Stars";
// Not stored by itself because it's created by the time environment.
public func SaveScenarioObject() { return false; }