Files
Terrarum/src/net/torvald/terrarum/gameparticles/ParticleVanishingTexture.kt
2024-01-04 16:38:58 +09:00

148 lines
5.3 KiB
Kotlin

package net.torvald.terrarum.gameparticles
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.App
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
import net.torvald.terrarum.gameactors.Actor
import net.torvald.terrarum.gameactors.drawBodyInGoodPosition
import net.torvald.terrarum.gameitems.ItemID
import net.torvald.terrarum.imagefont.TinyAlphNum
import net.torvald.terrarum.worlddrawer.BlocksDrawer
import net.torvald.terrarum.worlddrawer.CreateTileAtlas.RenderTag
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
import org.dyn4j.geometry.Vector2
/**
* The texture must be manually discarded.
*
* @param tex image
* @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, noCollision: Boolean = true) : ParticleBase(Actor.RenderOrder.OVERLAY, false, noCollision, 2f) {
init {
velocity.set(0.0, -1.0)
hitbox.setDimension(tex.regionWidth.toDouble(), tex.regionHeight.toDouble())
hitbox.setPositionFromPointed(x, y)
body = tex
isNoSubjectToGrav = true
}
override fun update(delta: Float) {
super.update(delta)
drawColour.a = (lifetimeMax - lifetimeCounter) / lifetimeMax
}
}
// pickaxe sparks must use different create- function
fun createRandomBlockParticle(tileNum: Int, position: Vector2, velocityMult: Vector2, tx: Int, ty: Int, tw: Int, th: Int): ParticleBase {
val velocity = Vector2(
(Math.random() + Math.random()) * velocityMult.x,
-velocityMult.y
) // triangular distribution with mean of 1.0 * velocityMult
val atlasX = tileNum % BlocksDrawer.weatherTerrains[1].horizontalCount
val atlasY = tileNum / BlocksDrawer.weatherTerrains[1].horizontalCount
// take base texture
val texBody = BlocksDrawer.weatherTerrains[1].get(atlasX, atlasY)
val texGlow = BlocksDrawer.tilesGlow.get(atlasX, atlasY)
// take random square part
val texRegionBody = TextureRegion(texBody.texture, texBody.regionX + tx, texBody.regionY + ty, tw, th)
val texRegionGlow = TextureRegion(texGlow.texture, texGlow.regionX + tx, texGlow.regionY + ty, tw, th)
return ParticleVanishingTexture(texRegionBody, position.x, position.y).also {
it.glow = texRegionGlow
it.velocity.set(velocity)
it.isNoSubjectToGrav = false
}
}
/**
* @param text a text
* @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, noCollision: Boolean = true) : ParticleBase(Actor.RenderOrder.OVERLAY, false, noCollision, 2f) {
private val lines = text.split('\n')
init {
velocity.set(0.0, -1.0)
hitbox.setDimension(lines.maxOf { TinyAlphNum.getWidth(it) }.toDouble(), lines.size * TinyAlphNum.H.toDouble())
hitbox.setPositionFromPointed(x, y)
isNoSubjectToGrav = true
}
override fun update(delta: Float) {
super.update(delta)
drawColour.a = (lifetimeMax - lifetimeCounter) / lifetimeMax
}
override fun drawBody(frameDelta: Float, batch: SpriteBatch) {
if (!flagDespawn) {
val oldColour = batch.color.cpy()
batch.color = drawColour
lines.forEachIndexed { index, line ->
drawBodyInGoodPosition(hitbox.startX.toFloat(), hitbox.startY.toFloat() + TinyAlphNum.H * index) { x, y ->
TinyAlphNum.draw(batch, line, x, y )
}
}
batch.color = oldColour
}
}
}
/**
* @param tex image
* @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, val loop: Boolean, x: Double, y: Double, noCollision: Boolean = true, startFrame: Int = 0, val row: Int = 0) : ParticleBase(Actor.RenderOrder.OVERLAY, false, noCollision, 2f) {
private var frame = startFrame % sprite.horizontalCount
private var frameAdvanceCounter = 0f
init {
velocity.set(0.0, -1.0)
hitbox.setDimension(sprite.tileW.toDouble(), sprite.tileH.toDouble())
hitbox.setPositionFromPointed(x, y)
isNoSubjectToGrav = true
}
override fun update(delta: Float) {
super.update(delta)
drawColour.a = (lifetimeMax - lifetimeCounter) / lifetimeMax
if (frameAdvanceCounter >= delay) {
frameAdvanceCounter -= delay
if (frame == sprite.horizontalCount - 1 && loop)
frame = 0
else if (frame != sprite.horizontalCount - 1)
frame += 1
}
frameAdvanceCounter += delta
}
override fun drawBody(frameDelta: Float, batch: SpriteBatch) {
if (!flagDespawn) {
val oldColour = batch.color.cpy()
batch.color = drawColour
drawBodyInGoodPosition(hitbox.startX.toFloat(), hitbox.startY.toFloat()) { x, y ->
batch.draw(sprite.get(frame, row), x, y)
}
batch.color = oldColour
}
}
}