Files
Terrarum/src/net/torvald/terrarum/gameactors/ParticleBase.kt

75 lines
2.4 KiB
Kotlin

package net.torvald.terrarum.gameactors
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.ActorWithPhysics.Companion.SI_TO_GAME_ACC
import net.torvald.terrarum.worlddrawer.FeaturesDrawer.TILE_SIZE
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
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, maxLifeTime: Second? = null) : Runnable {
/** Will NOT actually delete from the CircularArray */
@Volatile var flagDespawn = false
override fun run() = update(Terrarum.deltaTime)
var isNoSubjectToGrav = false
var dragCoefficient = 3.0
private val lifetimeMax = maxLifeTime ?: 5f
private var lifetimeCounter = 0f
open val velocity = Vector2(0.0, 0.0)
open 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 (velocity.isZero || lifetimeCounter >= lifetimeMax ||
// 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
}
// gravity, winds, etc. (external forces)
if (!isNoSubjectToGrav) {
velocity += Terrarum.ingame!!.world.gravitation / dragCoefficient * SI_TO_GAME_ACC
}
// 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())
}
}
}