vanishing particle test

This commit is contained in:
minjaesong
2021-08-17 15:31:00 +09:00
parent 74ae35e9a9
commit 42c09640d0
10 changed files with 121 additions and 15 deletions

View File

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