actorwithbody splitted in favour of new particle type

Former-commit-id: 121bd069d0a9eeef60f5ecb085a11a93c4b4a84d
Former-commit-id: 539b4b6916e808c01298190cf347e928f61fe62e
This commit is contained in:
Song Minjae
2017-01-21 16:52:16 +09:00
parent c9d83455a9
commit 56a012d843
49 changed files with 752 additions and 428 deletions

View File

@@ -0,0 +1,68 @@
package net.torvald.terrarum.gameactors
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.ActorWithSprite.Companion.SI_TO_GAME_ACC
import net.torvald.terrarum.mapdrawer.FeaturesDrawer.TILE_SIZE
import net.torvald.terrarum.tileproperties.Tile
import net.torvald.terrarum.tileproperties.TileCodex
import org.dyn4j.geometry.Vector2
import org.newdawn.slick.GameContainer
import org.newdawn.slick.Graphics
import org.newdawn.slick.Image
/**
* Actors with static sprites and very simple physics
*
* Created by SKYHi14 on 2017-01-20.
*/
open class ParticleBase(renderOrder: ActorOrder, maxLifeTime: Int? = null) : ActorVisible(renderOrder), Projectile {
override var actorValue = ActorValue()
override @Volatile var flagDespawn = false
override fun run() {
TODO("not implemented")
}
var isNoSubjectToGrav = false
var dragCoefficient = 3.0
private val lifetimeMax = maxLifeTime ?: 5000
private var lifetimeCounter = 0
open val velocity = Vector2(0.0, 0.0)
open lateinit var image: Image
init {
}
override fun update(gc: GameContainer, delta: Int) {
lifetimeCounter += delta
if (velocity.isZero || lifetimeCounter >= lifetimeMax ||
// simple stuck check
TileCodex[Terrarum.ingame.world.getTileFromTerrain(
hitbox.pointedX.div(TILE_SIZE).floorInt(),
hitbox.pointedY.div(TILE_SIZE).floorInt()
) ?: Tile.STONE].isSolid) {
flagDespawn = true
}
// gravity, winds, etc. (external forces)
if (!isNoSubjectToGrav) {
velocity += Terrarum.ingame.world.gravitation / dragCoefficient * SI_TO_GAME_ACC
}
// combine external forces
hitbox.translate(velocity)
}
override fun drawBody(g: Graphics) {
g.drawImage(image, hitbox.centeredX.toFloat(), hitbox.centeredY.toFloat())
}
override fun drawGlow(g: Graphics) {
}
}