Files
Terrarum/src/net/torvald/terrarum/gameparticles/ParticleBase.kt
2023-07-11 01:54:46 +09:00

98 lines
3.1 KiB
Kotlin

package net.torvald.terrarum.gameparticles
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.*
import net.torvald.terrarum.gameactors.Actor
import net.torvald.terrarum.gameactors.Hitbox
import net.torvald.terrarum.gameactors.drawBodyInGoodPosition
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, val despawnUponCollision: Boolean, val noCollision: Boolean = true, maxLifeTime: Second? = null) : Runnable {
/** Will NOT actually delete from the CircularArray */
@Volatile var flagDespawn = false
override fun run() = update(App.UPDATE_RATE)
var isNoSubjectToGrav = false
var dragCoefficient = 3.0
val lifetimeMax = maxLifeTime ?: 5f
var lifetimeCounter = 0f
protected set
val velocity = Vector2(0.0, 0.0)
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
val drawColour = Color(1f, 1f, 1f, 1f)
init {
}
open fun update(delta: Float) {
if (!flagDespawn) {
lifetimeCounter += delta
if (velocity.isZero ||
// simple stuck check
BlockCodex[(INGAME.world).getTileFromTerrain(
hitbox.centeredX.div(TerrarumAppConfiguration.TILE_SIZE).floorToInt(),
hitbox.startY.div(TerrarumAppConfiguration.TILE_SIZE).floorToInt()
)].isSolid ||
BlockCodex[(INGAME.world).getTileFromTerrain(
hitbox.centeredX.div(TerrarumAppConfiguration.TILE_SIZE).floorToInt(),
hitbox.endY.div(TerrarumAppConfiguration.TILE_SIZE).floorToInt()
)].isSolid) {
if (despawnUponCollision) flagDespawn = true
if (!noCollision) velocity.y = 0.0
}
if (lifetimeCounter >= lifetimeMax) {
flagDespawn = true
}
// gravity, winds, etc. (external forces)
if (!isNoSubjectToGrav) {
velocity.plusAssign((INGAME.world).gravitation / dragCoefficient)
}
// combine external forces
hitbox.translate(velocity)
}
}
open fun drawBody(batch: SpriteBatch) {
if (!flagDespawn) {
batch.color = drawColour
drawBodyInGoodPosition(hitbox.startX.toFloat(), hitbox.startY.toFloat()) { x, y ->
batch.draw(body, x, y, hitbox.width.toFloat(), hitbox.height.toFloat())
}
}
}
open fun drawGlow(batch: SpriteBatch) {
if (!flagDespawn && glow != null) {
batch.color = drawColour
drawBodyInGoodPosition(hitbox.startX.toFloat(), hitbox.startY.toFloat()) { x, y ->
batch.draw(glow, x, y, hitbox.width.toFloat(), hitbox.height.toFloat())
}
}
}
open fun dispose() {
}
}