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--Camera Wander
return obj
end
end
end
do
local MIN_DIFFERENCE_RADIANS = ZO_PI / 4
local NEW_ANGLE_RANGE_RADIANS = ZO_PI
--Choose any angle the first time
else
--Subsequent times, choose angles that are at least MIN_DIFFERENCE_RADIANS away from the last angle.
self . targetAngle = zo_mod ( self . targetAngle + MIN_DIFFERENCE_RADIANS + zo_random ( ) * NEW_ANGLE_RANGE_RADIANS , ZO_TWO_PI )
end
--Compute the end time from the distance and speed so the camera always moves at the same speed
end
end
--The new start is the old end
end
end
end
local GROUND_AREA_MIN_WIDTH = 1920
local GROUND_AREA_MAX_WIDTH = 2048
local GROUND_AREA_MIN_HEIGHT = 1080
local GROUND_AREA_MAX_HEIGHT = 1152
local GROUND_AREA_TEXTURE_SIZE = 2048
local GROUND_AREA_MIN_WIDTH_PERCENT_OF_TEXTURE_SIZE = GROUND_AREA_MIN_WIDTH / GROUND_AREA_TEXTURE_SIZE
local GROUND_AREA_MAX_WIDTH_PERCENT_OF_TEXTURE_SIZE = GROUND_AREA_MAX_WIDTH / GROUND_AREA_TEXTURE_SIZE
local GROUND_AREA_MIN_HEIGHT_PERCENT_OF_TEXTURE_SIZE = GROUND_AREA_MIN_HEIGHT / GROUND_AREA_TEXTURE_SIZE
local GROUND_AREA_MAX_HEIGHT_PERCENT_OF_TEXTURE_SIZE = GROUND_AREA_MAX_HEIGHT / GROUND_AREA_TEXTURE_SIZE
local GROUND_AREA_DEPTH = 0
local GROUND_AREA_ASPECT_RATIO = GROUND_AREA_MAX_WIDTH / GROUND_AREA_MAX_HEIGHT
local GROUND_DEPTH = GROUND_AREA_DEPTH
local SMOKE_DEPTH = - 0.01
local LAVA_BURST_DEPTH = - 0.01
local SMOKE_DEPTH = - 0.3
local CLOUDS_DEPTH = - 0.6
local CAMERA_END_DEPTH = - 0.8
local CAMERA_START_DEPTH = - 1
local CAMERA_WANDER_SPEED = 2
local CAMERA_WANDER_DISTANCE = 30
local SMOKE_1_ORIGIN_X = - 450
local SMOKE_1_ORIGIN_Y = - 420
local SMOKE_1_DELTA_X = 50
local SMOKE_1_DELTA_Y = 50
local SMOKE_1_WIDTH = 800
local SMOKE_1_HEIGHT = 700
local SMOKE_2_ORIGIN_X = 250
local SMOKE_2_ORIGIN_Y = 300
local SMOKE_2_DELTA_X = 100
local SMOKE_2_DELTA_Y = 50
local SMOKE_2_WIDTH = 700
local SMOKE_2_HEIGHT = 700
local SMOKE_SPEED_FACTOR = 0.05
local LAVA_GLOW_SLOW_SPEED_FACTOR = 1
local LAVA_GLOW_SLOW_AMOUNT = 0.2
local LAVA_GLOW_FAST_SPEED_FACTOR = 0.3
local LAVA_GLOW_FAST_AMOUNT = 0.1
ZO_MORROWIND_BACKGROUND_FADE_DURATION_MS = 500
ZO_MORROWIND_BACKGROUND_ZOOM_START_MS = 0
ZO_MORROWIND_BACKGROUND_ZOOM_DURATION_MS = 5000
--Lava Burst
LavaBurst . id = 0
return obj
end
LavaBurst . id = LavaBurst . id + 1
end
{ 0.7 , 0.7 , 0.4 } , 0.1 ,
{ 0.8 , 0.3 , 0.3 } , 0.3 ,
{ 1.0 , 1.0 , 0.0 } , 0.3 ,
{ 1.0 , 0.5 , 0.0 } , 0.3 )
local sparksParticleSystem = ZO_SceneGraphParticleSystem : New ( ZO_BentArcParticle_SceneGraph , self . node )
sparksParticleSystem : SetParticleParameter ( "Texture" , "EsoUI/Art/PregameAnimatedBackground/ember.dds" )
sparksParticleSystem : SetParticleParameter ( "StartColorR" , "StartColorG" , "StartColorB" , sparkStartColorGenerator )
sparksParticleSystem : SetParticleParameter ( "StartScale" , "EndScale" , ZO_UniformRangeGenerator : New ( 0.2 , 0.8 , 0.1 , 0.5 ) )
sparksParticleSystem : SetParticleParameter ( "BentArcBendEasing" , ZO_WeightedChoiceGenerator : New ( QuickBendEasing , 0.4 , LateBendEasing , 0.6 ) )
end
self . sparksParticleSystem : SetParticleParameter ( "DurationS" , ZO_UniformRangeGenerator : New ( minDurationS , maxDurationS ) )
end
end
end
self . sparksParticleSystem : SetParticleParameter ( "BentArcElevationStartRadians" , ZO_UniformRangeGenerator : New ( angleRadians - spreadRadians , angleRadians + spreadRadians ) )
end
self . sparksParticleSystem : SetParticleParameter ( "BentArcElevationChangeRadians" , ZO_UniformRangeGenerator : New ( minBendRadians , maxBendRadians ) )
end
end
end
local sparksSize = self . node : ComputeSizeForDepth ( self . sparksSize * magnification , self . sparksSize * magnification , 0 , CAMERA_START_DEPTH )
local minSparksVelocity = self . node : ComputeSizeForDepth ( self . sparksMinVelocity * magnification , 0 , 0 , CAMERA_START_DEPTH )
local maxSparksVelocity = self . node : ComputeSizeForDepth ( self . sparksMaxVelocity * magnification , 0 , 0 , CAMERA_START_DEPTH )
self . sparksParticleSystem : SetParticleParameter ( "BentArcVelocity" , ZO_UniformRangeGenerator : New ( minSparksVelocity , maxSparksVelocity ) )
local spawnX1 = self . node : ComputeSizeForDepth ( self . spawnX1 * magnification , 0 , 0 , CAMERA_START_DEPTH )
local spawnY1 = self . node : ComputeSizeForDepth ( self . spawnY1 * magnification , 0 , 0 , CAMERA_START_DEPTH )
local spawnX2 = self . node : ComputeSizeForDepth ( self . spawnX2 * magnification , 0 , 0 , CAMERA_START_DEPTH )
local spawnY2 = self . node : ComputeSizeForDepth ( self . spawnY2 * magnification , 0 , 0 , CAMERA_START_DEPTH )
local offsetX , offsetY = self . node : ComputeSizeForDepth ( self . positionX * magnification , self . positionY * magnification , 0 , CAMERA_START_DEPTH )
end
end
end
--Cloud
Cloud . id = 0
return cloud
end
self . textureControl = CreateControlFromVirtual ( "Cloud" , self . sceneGraph : GetCanvasControl ( ) , "ZO_MorrowindBackgroundCloud" , Cloud . id )
Cloud . id = Cloud . id + 1
end
end
end
end
end
end
end
end
self . finalStartX = self . node : ComputeSizeForDepth ( self . startX * magnification , 0 , 0 , CAMERA_START_DEPTH )
self . finalStartY = self . node : ComputeSizeForDepth ( self . startY * magnification , 0 , 0 , CAMERA_START_DEPTH )
local finalSize = self . node : ComputeSizeForDepth ( self . size * magnification , 0 , 0 , CAMERA_START_DEPTH )
end
end
--Background
return obj
end
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDDEN then
end
end )
end
self . showTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_MorrowindBackgroundShowAnimation" )
self . showTimeline : GetAnimation ( 2 ) : SetUpdateFunction ( function ( ... ) self : OnZoomAnimationUpdate ( ... ) end )
end
end
end
do
local CLOUD_SIZE = 1024
local RIGHT_X = GROUND_AREA_MAX_WIDTH * 0.5 + CLOUD_SIZE * 0.5
local LEFT_X = - RIGHT_X
local TOP_Y = GROUND_AREA_MAX_HEIGHT * 0.5 + CLOUD_SIZE * 0.5
local BOTTOM_Y = - TOP_Y
end
end
--Lava Bursts
local NUM_SPARK_PARTICLES_AVERAGE = 120
local CYCLE_LENGTH_S = 9
--Clouds
--AddCloud(offsetS, yOffset)
--1st 15s
--2nd 15s
end
local cameraZ = 0
local groundAreaSize = 0
if canvasHeight > 0 then
local canvasAspectRatio = canvasWidth / canvasHeight
if canvasAspectRatio > GROUND_AREA_ASPECT_RATIO then
--If there is extra width space then start with making the map area as tall as possible (right up the the edge of the min size that has to
--be on screen). This will cover the most width.
local heightPercentOfImage = GROUND_AREA_MIN_HEIGHT_PERCENT_OF_TEXTURE_SIZE
local widthPercentOfImage = heightPercentOfImage * canvasAspectRatio
--If the percentage of the map area that would be shown width wise is still larger than what's allowed
if widthPercentOfImage > GROUND_AREA_MAX_WIDTH_PERCENT_OF_TEXTURE_SIZE then
--Then size the map area to the width of the screen and compute the height from that (this will clip more into the min
--area than desired but it can't be helped since we need to maintain the aspect ratio).
widthPercentOfImage = GROUND_AREA_MAX_WIDTH_PERCENT_OF_TEXTURE_SIZE
heightPercentOfImage = widthPercentOfImage / canvasAspectRatio
end
groundAreaSize = canvasHeight / heightPercentOfImage
else
--same algorithm but for extra height space
local widthPercentOfImage = GROUND_AREA_MIN_WIDTH_PERCENT_OF_TEXTURE_SIZE
local heightPercentOfImage = widthPercentOfImage / canvasAspectRatio
if heightPercentOfImage > GROUND_AREA_MAX_HEIGHT_PERCENT_OF_TEXTURE_SIZE then
heightPercentOfImage = GROUND_AREA_MAX_HEIGHT_PERCENT_OF_TEXTURE_SIZE
widthPercentOfImage = heightPercentOfImage * canvasAspectRatio
end
groundAreaSize = canvasWidth / widthPercentOfImage
end
end
--The ratio of the final map area to the reference size is used as a scale factor. The size of every other node is done in reference to the GROUND_AREA_TEXTURE_SIZE
local magnification = groundAreaSize / GROUND_AREA_TEXTURE_SIZE
self . groundTexture : SetDimensions ( self . groundNode : ComputeSizeForDepth ( GROUND_AREA_TEXTURE_SIZE * magnification , GROUND_AREA_TEXTURE_SIZE * magnification , GROUND_DEPTH , CAMERA_START_DEPTH ) )
self . groundTexture2 : SetDimensions ( self . groundNode2 : ComputeSizeForDepth ( GROUND_AREA_TEXTURE_SIZE * magnification , GROUND_AREA_TEXTURE_SIZE * magnification , GROUND_DEPTH , CAMERA_START_DEPTH ) )
self . smokeTexture1 : SetDimensions ( self . smokeNode1 : ComputeSizeForDepth ( SMOKE_1_WIDTH * magnification , SMOKE_1_HEIGHT * magnification , SMOKE_DEPTH , CAMERA_START_DEPTH ) )
self . smokeTexture2 : SetDimensions ( self . smokeNode2 : ComputeSizeForDepth ( SMOKE_2_WIDTH * magnification , SMOKE_2_HEIGHT * magnification , SMOKE_DEPTH , CAMERA_START_DEPTH ) )
end
end
end
end
end
end
end
end
end
end
end
end
--Events
end
--A faster and a slower change in the alpha combined together
lavaAlpha = lavaAlpha + zo_abs ( math . sin ( timeS * LAVA_GLOW_FAST_SPEED_FACTOR ) ) * LAVA_GLOW_FAST_AMOUNT
--Bottom Right Smoke
self . smokeNode1 : SetX ( self . smokeNode1 : ComputeSizeForDepth ( smoke1X * self . magnification , 0 , SMOKE_DEPTH , CAMERA_START_DEPTH ) )
self . smokeNode1 : SetY ( self . smokeNode1 : ComputeSizeForDepth ( smoke1Y * self . magnification , 0 , SMOKE_DEPTH , CAMERA_START_DEPTH ) )
--Top Left Smoke
self . smokeNode2 : SetX ( self . smokeNode2 : ComputeSizeForDepth ( smoke2X * self . magnification , 0 , SMOKE_DEPTH , CAMERA_START_DEPTH ) )
self . smokeNode2 : SetY ( self . smokeNode2 : ComputeSizeForDepth ( smoke2Y * self . magnification , 0 , SMOKE_DEPTH , CAMERA_START_DEPTH ) )
end
end
end
--Global XML Handlers
end
end |