bigger torch flame sprite; basic physics on particles

This commit is contained in:
minjaesong
2021-08-17 20:51:25 +09:00
parent a2b3334692
commit 9a271b1b9e
6 changed files with 24 additions and 19 deletions

View File

@@ -15,7 +15,7 @@ import org.dyn4j.geometry.Vector2
*
* Created by minjaesong on 2017-01-20.
*/
open class ParticleBase(renderOrder: Actor.RenderOrder, val despawnUponCollision: Boolean, maxLifeTime: Second? = null) : Runnable {
open class ParticleBase(renderOrder: Actor.RenderOrder, val despawnUponCollision: Boolean, val noCollision: Boolean = true, maxLifeTime: Second? = null) : Runnable {
/** Will NOT actually delete from the CircularArray */
@Volatile var flagDespawn = false
@@ -44,15 +44,20 @@ open class ParticleBase(renderOrder: Actor.RenderOrder, val despawnUponCollision
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 (velocity.isZero ||
// simple stuck check
BlockCodex[(Terrarum.ingame!!.world).getTileFromTerrain(
hitbox.centeredX.div(TerrarumAppConfiguration.TILE_SIZE).floorInt(),
hitbox.startY.div(TerrarumAppConfiguration.TILE_SIZE).floorInt()
)].isSolid ||
BlockCodex[(Terrarum.ingame!!.world).getTileFromTerrain(
hitbox.centeredX.div(TerrarumAppConfiguration.TILE_SIZE).floorInt(),
hitbox.endY.div(TerrarumAppConfiguration.TILE_SIZE).floorInt()
)].isSolid) {
if (despawnUponCollision) flagDespawn = true
if (!noCollision) velocity.y = 0.0
}
if (lifetimeCounter >= lifetimeMax) {

View File

@@ -12,7 +12,7 @@ import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
* @param x x-coord of the particle's initial spawn position, bottom-centre
* @param y y-coord of the particle's initial spawn position, bottom-centre
*/
open class ParticleVanishingTexture(val tex: TextureRegion, x: Double, y: Double) : ParticleBase(Actor.RenderOrder.OVERLAY, false, 2f) {
open class ParticleVanishingTexture(val tex: TextureRegion, x: Double, y: Double, noCollision: Boolean = true) : ParticleBase(Actor.RenderOrder.OVERLAY, false, noCollision, 2f) {
init {
velocity.set(0.0, -1.0)
@@ -36,7 +36,7 @@ open class ParticleVanishingTexture(val tex: TextureRegion, x: Double, y: Double
* @param x x-coord of the particle's initial spawn position, bottom-centre
* @param y y-coord of the particle's initial spawn position, bottom-centre
*/
class ParticleVanishingText(val text: String, x: Double, y: Double) : ParticleBase(Actor.RenderOrder.OVERLAY, false, 2f) {
class ParticleVanishingText(val text: String, x: Double, y: Double, noCollision: Boolean = true) : ParticleBase(Actor.RenderOrder.OVERLAY, false, noCollision, 2f) {
private val lines = text.split('\n')
@@ -69,7 +69,7 @@ class ParticleVanishingText(val text: String, x: Double, y: Double) : ParticleBa
* @param x x-coord of the particle's initial spawn position, bottom-centre
* @param y y-coord of the particle's initial spawn position, bottom-centre
*/
open class ParticleVanishingSprite(val sprite: TextureRegionPack, val delay: Float, x: Double, y: Double, val start: Int = 0) : ParticleBase(Actor.RenderOrder.OVERLAY, false, 2f) {
open class ParticleVanishingSprite(val sprite: TextureRegionPack, val delay: Float, x: Double, y: Double, val start: Int = 0, noCollision: Boolean = true) : ParticleBase(Actor.RenderOrder.OVERLAY, false, noCollision, 2f) {
private var row = 0
private var frame = start % sprite.horizontalCount