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

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@@ -1,21 +1,29 @@
package net.torvald.terrarum.modulebasegame.gameactors
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.gdx.graphics.Cvec
import net.torvald.random.HQRNG
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.IngameInstance
import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameactors.Hitbox
import net.torvald.terrarum.gameactors.Luminous
import net.torvald.terrarum.gameparticles.ParticleVanishingText
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
import java.util.*
import kotlin.math.roundToInt
/**
* Created by minjaesong on 2016-06-17.
*/
internal class FixtureTikiTorch(nameFun: () -> String) : FixtureBase(BlockBox(BlockBox.NO_COLLISION, 1, 2), nameFun = nameFun), Luminous {
private val rng = HQRNG()
private val rndHash1: Int
private val rndHash2: Int
@@ -40,11 +48,31 @@ internal class FixtureTikiTorch(nameFun: () -> String) : FixtureBase(BlockBox(Bl
actorValue[AVKey.BASEMASS] = MASS
val rng = HQRNG()
rndHash1 = rng.nextInt()
rndHash2 = rng.nextInt()
}
private var nextDelay = 0.4f
private var spawnTimer = 0f
override fun update(delta: Float) {
super.update(delta)
if (spawnTimer >= nextDelay) {
val s = rng.nextInt(1, 1000).toString()
(Terrarum.ingame as TerrarumIngame).addParticle(ParticleVanishingText(s, hitbox.centeredX, hitbox.startY + 10))
spawnTimer -= nextDelay
nextDelay = rng.nextFloat() * 0.4f + 0.4f
}
spawnTimer += delta
}
override fun drawBody(batch: SpriteBatch) {
super.drawBody(batch)
}
companion object {
const val MASS = 1.0
}

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@@ -1,81 +0,0 @@
package net.torvald.terrarum.modulebasegame.gameactors
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.*
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
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
private val lifetimeMax = maxLifeTime ?: 5f
private var lifetimeCounter = 0f
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
init {
}
fun update(delta: Float) {
if (!flagDespawn) {
lifetimeCounter += delta
if (despawnUponCollision) {
if (velocity.isZero ||
// simple stuck check
BlockCodex[(Terrarum.ingame!!.world).getTileFromTerrain(
hitbox.canonicalX.div(TILE_SIZE).floorInt(),
hitbox.canonicalY.div(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)
}
}
fun drawBody(batch: SpriteBatch) {
if (!flagDespawn) {
batch.draw(body, hitbox.startX.toFloat(), hitbox.startY.toFloat(), hitbox.width.toFloat(), hitbox.height.toFloat())
}
}
fun drawGlow(batch: SpriteBatch) {
if (!flagDespawn && glow != null) {
batch.draw(glow, hitbox.startX.toFloat(), hitbox.startY.toFloat(), hitbox.width.toFloat(), hitbox.height.toFloat())
}
}
}

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@@ -1,109 +0,0 @@
package net.torvald.terrarum.modulebasegame.gameactors
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.random.HQRNG
import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.Second
import net.torvald.terrarum.gameactors.Actor
/**
* Created by minjaesong on 2017-12-18.
*/
class ParticleMegaRain(posX: Double, posY: Double) : ParticleBase(Actor.RenderOrder.BEHIND, true, 3.2f) {
init {
body = MegaRainGovernor.get()
val w = body.regionWidth.toDouble()
val h = body.regionHeight.toDouble()
hitbox.setFromWidthHeight(
posX - w.times(0.5),
posY - h.times(0.5),
w, h
)
velocity.y = 11.5
}
}
object MegaRainGovernor {
private var reseedTimer = 0f
var reseedTime: Second = 90f
private val body = Pixmap(ModMgr.getGdxFile("basegame", "weathers/raindrop.tga"))
private lateinit var bodies: Array<TextureRegion>
private var withdrawCounter = 0
init {
seed()
}
private fun seed() {
val w = body.width
val h = body.height
bodies = Array(1024) {
//val pixmap = Pixmap(AppLoader.terrarumAppConfig.screenW * 2, AppLoader.terrarumAppConfig.screenH / 4, Pixmap.Format.RGBA8888)
val pixmap = Pixmap(64, 64, Pixmap.Format.RGBA8888)
val rng = HQRNG()
repeat(rng.nextInt(2) + 3) { // 3 or 4
val rndX = rng.nextInt(pixmap.width - body.width)
val rndY = rng.nextInt(pixmap.height - body.height)
pixmap.drawPixmap(body, rndX, rndY)
}
// return composed (mega)pixmap
val region = TextureRegion(Texture(pixmap))
region.flip(false, true)
/*return*/region
}
// randomise
bodies.shuffle()
}
fun get(): TextureRegion {
if (withdrawCounter >= bodies.size) {
withdrawCounter = 0
//bodies.shuffle() // if pre-rendered random set is sufficiently large, it'd look random enough
}
return bodies[withdrawCounter++]
}
@Deprecated("re-seeding freezes the game a little and large enough randomnesses ought to be good")
fun update(delta: Float) {
if (reseedTimer >= reseedTime) {
seed()
reseedTimer -= reseedTime
}
reseedTimer += delta
}
fun resize() {
seed()
withdrawCounter = 0
reseedTimer = 0f
}
fun Array<TextureRegion>.shuffle() {
for (i in this.size - 1 downTo 1) {
val rndIndex = (Math.random() * (i + 1)).toInt()
val t = this[rndIndex]
this[rndIndex] = this[i]
this[i] = t
}
}
}

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@@ -1,26 +0,0 @@
package net.torvald.terrarum.modulebasegame.gameactors
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.gameactors.Actor
/**
* Created by minjaesong on 2017-01-20.
*/
class ParticleTestRain(posX: Double, posY: Double) : ParticleBase(Actor.RenderOrder.BEHIND, true, 6f) {
init {
body = TextureRegion(Texture(ModMgr.getGdxFile("basegame", "weathers/raindrop.tga")))
val w = body.regionWidth.toDouble()
val h = body.regionHeight.toDouble()
hitbox.setFromWidthHeight(
posX - w.times(0.5),
posY - h.times(0.5),
w, h
)
velocity.y = 10.0
}
}