wire colour fade by signal strength

This commit is contained in:
minjaesong
2024-03-14 00:18:25 +09:00
parent 6abb6f84ef
commit 5b462a2559
4 changed files with 47 additions and 3 deletions

View File

@@ -10,6 +10,7 @@ import net.torvald.terrarum.gameitems.ItemID
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.modulebasegame.gameactors.WireEmissionType
import net.torvald.terrarum.ui.Toolkit
import kotlin.math.cos
/**
* Created by minjaesong on 2024-03-05.
@@ -63,11 +64,33 @@ class WireActor : ActorWithBody, NoSerialise, InternalActor {
override fun updateImpl(delta: Float) {
}
private fun essfun0(x: Double) = -cos(Math.PI * x) / 2.0 + 0.5
private fun essfun(x: Double) = essfun0(x)
override fun drawBody(frameDelta: Float, batch: SpriteBatch) {
if (isVisible && sprite != null) {
(sprite as SheetSpriteAnimation).currentRow = (world?.getWireEmitStateOf(worldX, worldY, wireID)?.isNotZero == true).toInt()
BlendMode.resolve(drawMode, batch)
drawSpriteInGoodPosition(frameDelta, sprite!!, batch)
// signal wires?
if (WireCodex.wireProps[wireID]?.accepts == "digital_bit") {
val strength = world?.getWireEmitStateOf(worldX, worldY, wireID)?.x ?: 0.0
// draw base (unlit) sprite
batch.color = Color.WHITE
(sprite as SheetSpriteAnimation).currentRow = 0
drawSpriteInGoodPosition(frameDelta, sprite!!, batch, 0, Color.WHITE)
// draw lit sprite
val alpha = Color(1f, 1f, 1f, essfun(strength.coerceIn(0.0, 1.0)).toFloat())
(sprite as SheetSpriteAnimation).currentRow = 1
drawSpriteInGoodPosition(frameDelta, sprite!!, batch, 0, alpha)
}
else {
(sprite as SheetSpriteAnimation).currentRow = 0
drawSpriteInGoodPosition(frameDelta, sprite!!, batch, 0, Color.WHITE)
}
}
}
}