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vanishing particle test
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90
src/net/torvald/terrarum/gameparticles/ParticleBase.kt
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90
src/net/torvald/terrarum/gameparticles/ParticleBase.kt
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package net.torvald.terrarum.gameparticles
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import net.torvald.terrarum.*
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.gameactors.Actor
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import net.torvald.terrarum.gameactors.Hitbox
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import org.dyn4j.geometry.Vector2
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/**
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* Actors with static sprites and very simple physics
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*
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* Created by minjaesong on 2017-01-20.
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*/
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open class ParticleBase(renderOrder: Actor.RenderOrder, val despawnUponCollision: Boolean, maxLifeTime: Second? = null) : Runnable {
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/** Will NOT actually delete from the CircularArray */
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@Volatile var flagDespawn = false
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override fun run() = update(AppLoader.UPDATE_RATE)
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var isNoSubjectToGrav = false
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var dragCoefficient = 3.0
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val lifetimeMax = maxLifeTime ?: 5f
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var lifetimeCounter = 0f
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protected set
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val velocity = Vector2(0.0, 0.0)
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val hitbox = Hitbox(0.0, 0.0, 0.0, 0.0)
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open lateinit var body: TextureRegion // you might want to use SpriteAnimation
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open var glow: TextureRegion? = null
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val drawColour = Color(1f, 1f, 1f, 1f)
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init {
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}
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open fun update(delta: Float) {
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if (!flagDespawn) {
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lifetimeCounter += delta
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if (despawnUponCollision) {
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if (velocity.isZero ||
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// simple stuck check
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BlockCodex[(Terrarum.ingame!!.world).getTileFromTerrain(
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hitbox.canonicalX.div(TerrarumAppConfiguration.TILE_SIZE).floorInt(),
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hitbox.canonicalY.div(TerrarumAppConfiguration.TILE_SIZE).floorInt()
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) ?: Block.STONE].isSolid) {
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flagDespawn = true
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}
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}
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if (lifetimeCounter >= lifetimeMax) {
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flagDespawn = true
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}
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// gravity, winds, etc. (external forces)
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if (!isNoSubjectToGrav) {
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velocity.plusAssign((Terrarum.ingame!!.world).gravitation / dragCoefficient)
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}
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// combine external forces
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hitbox.translate(velocity)
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}
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}
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open fun drawBody(batch: SpriteBatch) {
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if (!flagDespawn) {
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batch.color = drawColour
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batch.draw(body, hitbox.startX.toFloat(), hitbox.startY.toFloat(), hitbox.width.toFloat(), hitbox.height.toFloat())
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}
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}
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open fun drawGlow(batch: SpriteBatch) {
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if (!flagDespawn && glow != null) {
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batch.color = drawColour
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batch.draw(glow, hitbox.startX.toFloat(), hitbox.startY.toFloat(), hitbox.width.toFloat(), hitbox.height.toFloat())
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}
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}
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open fun dispose() {
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}
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}
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