Files
Terrarum/src/net/torvald/terrarum/gameactors/ParticleBase.kt
Song Minjae f1151977d9 UI testing env and working text buttons
Former-commit-id: b8fd27c7f71f9bc8da259ae132badcbc9ce117ac
2017-03-13 21:40:50 +09:00

75 lines
2.3 KiB
Kotlin

package net.torvald.terrarum.gameactors
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.ActorWithSprite.Companion.SI_TO_GAME_ACC
import net.torvald.terrarum.mapdrawer.FeaturesDrawer.TILE_SIZE
import net.torvald.terrarum.tileproperties.Tile
import net.torvald.terrarum.tileproperties.TileCodex
import org.dyn4j.geometry.Vector2
import org.newdawn.slick.GameContainer
import org.newdawn.slick.Graphics
import org.newdawn.slick.Image
/**
* Actors with static sprites and very simple physics
*
* Created by minjaesong on 2017-01-20.
*/
open class ParticleBase(renderOrder: ActorOrder, maxLifeTime: Int? = null) : Runnable {
/** Will NOT actually delete from the CircularArray */
@Volatile var flagDespawn = false
override fun run() = update(Terrarum.appgc, Terrarum.UPDATE_DELTA)
var isNoSubjectToGrav = false
var dragCoefficient = 3.0
private val lifetimeMax = maxLifeTime ?: 5000
private var lifetimeCounter = 0
open val velocity = Vector2(0.0, 0.0)
open val hitbox = Hitbox(0.0, 0.0, 0.0, 0.0)
open lateinit var body: Image // you might want to use SpriteAnimation
open var glow: Image? = null
init {
}
fun update(gc: GameContainer, delta: Int) {
if (!flagDespawn) {
lifetimeCounter += delta
if (velocity.isZero || lifetimeCounter >= lifetimeMax ||
// simple stuck check
TileCodex[Terrarum.ingame!!.world.getTileFromTerrain(
hitbox.pointedX.div(TILE_SIZE).floorInt(),
hitbox.pointedY.div(TILE_SIZE).floorInt()
) ?: Tile.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(g: Graphics) {
if (!flagDespawn) {
g.drawImage(body, hitbox.centeredX.toFloat(), hitbox.centeredY.toFloat())
}
}
fun drawGlow(g: Graphics) {
if (!flagDespawn && glow != null) {
g.drawImage(glow, hitbox.centeredX.toFloat(), hitbox.centeredY.toFloat())
}
}
}