Particle system improvements:
- particles can collide with the outer walls of the sub - drag + waterdrag parameters - fixed particles "twitching" when the submarine is moving fast - submarine velocity only affects the initial velocity of the particles (i.e. accelerating the sub doesn't automatically accelerate them)
This commit is contained in:
@@ -817,6 +817,9 @@
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<Content Include="Content\Particles\flames.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Particles\shrapnel.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\UI\damageOverlay.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -234,4 +234,68 @@
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velocitychange="0.0, 1.0">
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<sprite texture="Content/Particles/spatter.png" sourcerect="128,128,128,128"/>
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</flare>
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<shrapnel
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startsizemin="0.1,0.1" startsizemax="1.0,1.0"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="1.0, 1.0, 1.0" startalpha="1.0"
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colorchange="0.0, 0.0, 0.0, -0.3"
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lifetime="10.0"
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drawtarget="both"
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collideswithwalls="true"
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collisionradius="10.0"
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restitution="0.2"
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waterdrag="0.1"
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growtime ="0.0"
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velocitychange="0.0, -5.0">
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,0,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,0,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,0,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,0,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,0,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,0,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="192,0,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="224,0,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,32,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,32,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,32,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,32,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,32,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,32,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="192,32,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="224,32,32,32"/>
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</shrapnel>
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<iceshards
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startsizemin="0.1,0.1" startsizemax="1.0,1.0"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="1.0, 1.0, 1.0" startalpha="1.0"
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colorchange="0.0, 0.0, 0.0, -0.3"
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lifetime="10.0"
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drawtarget="both"
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collideswithwalls="true"
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collisionradius="10.0"
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restitution="0.2"
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waterdrag="0.3"
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growtime ="0.0"
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velocitychange="0.0, -5.0">
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,64,48,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="208,64,48,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,96,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,96,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,96,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,96,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,96,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,96,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="192,96,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="224,96,32,32"/>
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</iceshards>
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</prefabs>
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BIN
Subsurface/Content/Particles/shrapnel.png
Normal file
BIN
Subsurface/Content/Particles/shrapnel.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 47 KiB |
@@ -163,6 +163,8 @@ namespace Barotrauma
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hulls[1] = temp;
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}
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flowTargetHull = hulls[0];
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for (int i = 0 ; i <2; i++)
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{
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if (hulls[i]==null) continue;
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@@ -537,8 +537,22 @@ namespace Barotrauma
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if (sectionIndex < 0 || sectionIndex > sections.Length - 1) return;
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if (GameMain.Client == null) SetDamage(sectionIndex, sections[sectionIndex].damage + damage);
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var section = sections[sectionIndex];
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int particleAmount = (int)(Math.Min(Health - section.damage, damage) * Rand.Range(0.1f, 1.0f));
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for (int i = 0; i < particleAmount; i++)
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{
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Vector2 particlePos = new Vector2(
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Rand.Range(section.rect.X, section.rect.Right),
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Rand.Range(section.rect.Y - section.rect.Height, section.rect.Y));
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if (Submarine != null) particlePos += Submarine.DrawPosition;
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var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, Rand.Vector(Rand.Range(1.0f, 50.0f)));
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if (particle == null) break;
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}
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if (GameMain.Client == null) SetDamage(sectionIndex, section.damage + damage);
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}
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public int FindSectionIndex(Vector2 displayPos)
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@@ -444,6 +444,18 @@ namespace Barotrauma
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float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
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ApplyImpact(wallImpact, -collisionNormal, contact);
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Vector2 n;
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FixedArray2<Vector2> particlePos;
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contact.GetWorldManifold(out n, out particlePos);
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int particleAmount = (int)(wallImpact*10.0f);
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for (int i = 0; i < particleAmount; i++)
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{
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var particle = GameMain.ParticleManager.CreateParticle("iceshards",
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ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
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Rand.Vector(Rand.Range(50.0f,500.0f)) + Velocity);
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}
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return true;
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}
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@@ -37,6 +37,7 @@ namespace Barotrauma.Particles
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private Vector2 velocityChange;
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private Vector2 drawPosition;
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private float drawRotation;
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//private float checkCollisionTimer;
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@@ -65,6 +66,12 @@ namespace Barotrauma.Particles
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get { return velocityChange; }
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set { velocityChange = value; }
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}
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public Vector2 Velocity
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{
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get { return velocity; }
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set { velocity = value; }
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}
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public void Init(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation, Hull hullGuess = null)
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{
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@@ -74,26 +81,19 @@ namespace Barotrauma.Particles
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spriteIndex = Rand.Int(prefab.Sprites.Count);
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currentHull = Hull.FindHull(position, hullGuess);
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//if (currentHull != null && currentHull.Submarine != null)
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//{
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// Vector2 subVel = ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
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// //subVel.Y = -subVel.Y;
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// speed += subVel;
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//}
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//else
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//{
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// int a = 1;
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//}
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//if (currentHull == null) position = Submarine.Loaded == null ? position : position + Submarine.Loaded.Position;
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this.position = position;
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prevPosition = position;
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drawPosition = position;
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velocity = MathUtils.IsValid(speed) ? speed : Vector2.Zero;
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if (currentHull != null && currentHull.Submarine != null)
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{
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velocity += ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
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}
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this.rotation = rotation + Rand.Range(prefab.StartRotationMin, prefab.StartRotationMax);
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prevRotation = rotation;
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@@ -142,12 +142,12 @@ namespace Barotrauma.Particles
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public bool Update(float deltaTime)
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{
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Vector2 subVel = currentHull ==null || currentHull.Submarine==null ? Vector2.Zero : ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
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prevPosition = position;
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prevRotation = rotation;
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//over 3 times faster than position += velocity * deltatime
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position.X += (velocity.X+subVel.X) * deltaTime;
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position.Y += (velocity.Y+subVel.Y) * deltaTime;
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position.X += velocity.X * deltaTime;
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position.Y += velocity.Y * deltaTime;
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if (prefab.RotateToDirection)
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{
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@@ -161,6 +161,16 @@ namespace Barotrauma.Particles
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rotation += angularVelocity * deltaTime;
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}
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if (prefab.WaterDrag > 0.0f &&
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(currentHull == null || (currentHull.Submarine != null && position.Y - currentHull.Submarine.DrawPosition.Y < currentHull.Surface)))
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{
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ApplyDrag(prefab.WaterDrag, deltaTime);
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}
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else if (prefab.Drag > 0.0f)
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{
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ApplyDrag(prefab.Drag, deltaTime);
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}
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velocity.X += velocityChange.X * deltaTime;
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velocity.Y += velocityChange.Y * deltaTime;
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@@ -174,11 +184,20 @@ namespace Barotrauma.Particles
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color.G / 255.0f + prefab.ColorChange.Y * deltaTime,
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color.B / 255.0f + prefab.ColorChange.Z * deltaTime);
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if ((prefab.DeleteOnCollision || prefab.CollidesWithWalls) && currentHull!=null)
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if (prefab.DeleteOnCollision || prefab.CollidesWithWalls)
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{
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Vector2 edgePos = position + prefab.CollisionRadius * Vector2.Normalize(velocity) * size.X;
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if (!Submarine.RectContains(currentHull.WorldRect, edgePos))
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if (currentHull == null)
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{
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var collidedHull = Hull.FindHullOld(edgePos);
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if (collidedHull != null)
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{
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if (prefab.DeleteOnCollision) return false;
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OnWallCollisionOutside(collidedHull);
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}
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}
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else if (!Submarine.RectContains(currentHull.WorldRect, edgePos))
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{
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if (prefab.DeleteOnCollision) return false;
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@@ -196,15 +215,13 @@ namespace Barotrauma.Particles
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if (Math.Sign(velocity.X) != Math.Sign(gap.WorldRect.Center.X - currentHull.WorldRect.Center.X)) continue;
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}
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//Rectangle enlargedRect = new Rectangle(gap.Rect.X - 10, gap.Rect.Y + 10, gap.Rect.Width + 20, gap.Rect.Height + 20);
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//if (!Submarine.RectContains(enlargedRect, position)) continue;
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gapFound = true;
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}
|
||||
|
||||
if (!gapFound)
|
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{
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|
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OnWallCollision(currentHull, edgePos);
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OnWallCollisionInside(currentHull, edgePos);
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}
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||||
else
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{
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@@ -212,21 +229,9 @@ namespace Barotrauma.Particles
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hullGaps = currentHull == null ? new List<Gap>() : currentHull.ConnectedGaps;
|
||||
|
||||
if (OnChangeHull != null) OnChangeHull(edgePos, currentHull);
|
||||
|
||||
}
|
||||
|
||||
//Hull prevHull = Hull.FindHull(prevPosition, hullLimits, currentHull);
|
||||
|
||||
//if (prevHull == null) return false;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//if (position.Y < currentHull.Rect.Y-currentHull.Rect.Height)
|
||||
//{
|
||||
// position.Y = currentHull.Rect.Y - currentHull.Rect.Height;
|
||||
// velocity.Y *= -0.2f;
|
||||
//}
|
||||
//if (!Submarine.RectContains(currentHull.Rect, position)) return false;
|
||||
|
||||
}
|
||||
|
||||
lifeTime -= deltaTime;
|
||||
@@ -236,10 +241,22 @@ namespace Barotrauma.Particles
|
||||
return true;
|
||||
}
|
||||
|
||||
private void OnWallCollision(Hull prevHull, Vector2 position)
|
||||
private void ApplyDrag(float dragCoefficient, float deltaTime)
|
||||
{
|
||||
if (velocity == Vector2.Zero) return;
|
||||
|
||||
float speed = velocity.Length();
|
||||
velocity -= (velocity / speed) * Math.Min(speed * speed * prefab.WaterDrag * deltaTime, 1.0f);
|
||||
}
|
||||
|
||||
private void OnWallCollisionInside(Hull prevHull, Vector2 position)
|
||||
{
|
||||
Rectangle prevHullRect = prevHull.WorldRect;
|
||||
|
||||
Vector2 subVel = ConvertUnits.ToDisplayUnits(prevHull.Submarine.Velocity);
|
||||
|
||||
velocity -= subVel;
|
||||
|
||||
if (position.Y < prevHullRect.Y - prevHullRect.Height)
|
||||
{
|
||||
position.Y = prevHullRect.Y - prevHullRect.Height + 1.0f;
|
||||
@@ -264,30 +281,64 @@ namespace Barotrauma.Particles
|
||||
}
|
||||
|
||||
velocity *= prefab.Restitution;
|
||||
|
||||
velocity += subVel;
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
|
||||
|
||||
private void OnWallCollisionOutside(Hull collisionHull)
|
||||
{
|
||||
drawPosition = Physics.Interpolate(prevPosition, position);
|
||||
float drawRotation = Physics.Interpolate(prevRotation, rotation);
|
||||
|
||||
//drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
|
||||
|
||||
Vector2 drawSize = size;
|
||||
|
||||
if (prefab.GrowTime>0.0f && totalLifeTime-lifeTime < prefab.GrowTime)
|
||||
Rectangle hullRect = collisionHull.WorldRect;
|
||||
|
||||
if (position.Y < hullRect.Y - hullRect.Height)
|
||||
{
|
||||
drawSize *= ((totalLifeTime - lifeTime) / prefab.GrowTime);
|
||||
position.Y = hullRect.Y - hullRect.Height - 1.0f;
|
||||
velocity.Y = -velocity.Y;
|
||||
}
|
||||
else if (position.Y > hullRect.Y)
|
||||
{
|
||||
position.Y = hullRect.Y + 1.0f;
|
||||
velocity.X = Math.Abs(velocity.Y) * Math.Sign(velocity.X);
|
||||
velocity.Y = -velocity.Y;
|
||||
}
|
||||
|
||||
prefab.Sprites[spriteIndex].Draw(spriteBatch,
|
||||
new Vector2(drawPosition.X, -drawPosition.Y),
|
||||
color * alpha,
|
||||
prefab.Sprites[spriteIndex].Origin, drawRotation,
|
||||
drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
|
||||
if (position.X < hullRect.X)
|
||||
{
|
||||
position.X = hullRect.X - 1.0f;
|
||||
velocity.X = -velocity.X;
|
||||
}
|
||||
else if (position.X > hullRect.X + hullRect.Width)
|
||||
{
|
||||
position.X = hullRect.X + hullRect.Width + 1.0f;
|
||||
velocity.X = -velocity.X;
|
||||
}
|
||||
|
||||
velocity *= prefab.Restitution;
|
||||
}
|
||||
|
||||
public void UpdateDrawPos()
|
||||
{
|
||||
drawPosition = Physics.Interpolate(prevPosition, position);
|
||||
drawRotation = Physics.Interpolate(prevRotation, rotation);
|
||||
|
||||
prevPosition = position;
|
||||
prevRotation = rotation;
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
Vector2 drawSize = size;
|
||||
|
||||
if (prefab.GrowTime > 0.0f && totalLifeTime - lifeTime < prefab.GrowTime)
|
||||
{
|
||||
drawSize *= ((totalLifeTime - lifeTime) / prefab.GrowTime);
|
||||
}
|
||||
|
||||
prefab.Sprites[spriteIndex].Draw(spriteBatch,
|
||||
new Vector2(drawPosition.X, -drawPosition.Y),
|
||||
color * alpha,
|
||||
prefab.Sprites[spriteIndex].Origin, drawRotation,
|
||||
drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -113,6 +113,14 @@ namespace Barotrauma.Particles
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTransforms()
|
||||
{
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
particles[i].UpdateDrawPos();
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool inWater, ParticleBlendState blendState)
|
||||
{
|
||||
ParticlePrefab.DrawTargetType drawTarget = inWater ? ParticlePrefab.DrawTargetType.Water : ParticlePrefab.DrawTargetType.Air;
|
||||
|
||||
@@ -20,6 +20,8 @@ namespace Barotrauma.Particles
|
||||
public readonly Vector2 StartSizeMin, StartSizeMax;
|
||||
public readonly Vector2 SizeChangeMin, SizeChangeMax;
|
||||
|
||||
public readonly float Drag, WaterDrag;
|
||||
|
||||
public readonly Color StartColor;
|
||||
public readonly float StartAlpha;
|
||||
|
||||
@@ -89,6 +91,9 @@ namespace Barotrauma.Particles
|
||||
SizeChangeMax = SizeChangeMin;
|
||||
}
|
||||
|
||||
Drag = ToolBox.GetAttributeFloat(element, "drag", 0.0f);
|
||||
WaterDrag = ToolBox.GetAttributeFloat(element, "waterdrag", 0.0f);
|
||||
|
||||
Restitution = ToolBox.GetAttributeFloat(element, "restitution", 0.5f);
|
||||
|
||||
switch (ToolBox.GetAttributeString(element, "blendstate", "alphablend"))
|
||||
|
||||
@@ -109,23 +109,24 @@ namespace Barotrauma
|
||||
}
|
||||
#endif
|
||||
|
||||
if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime);
|
||||
//EventManager.Update(gameTime);
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
|
||||
|
||||
Character.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
BackgroundCreatureManager.Update(cam, (float)deltaTime);
|
||||
|
||||
GameMain.ParticleManager.Update((float)deltaTime);
|
||||
|
||||
StatusEffect.UpdateAll((float)deltaTime);
|
||||
|
||||
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
|
||||
//Physics.accumulator = Physics.step;
|
||||
while (Physics.accumulator >= Physics.step)
|
||||
{
|
||||
|
||||
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)Physics.step);
|
||||
//EventManager.Update(gameTime);
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.Update((float)Physics.step);
|
||||
|
||||
Character.UpdateAll(cam, (float)Physics.step);
|
||||
|
||||
BackgroundCreatureManager.Update(cam, (float)Physics.step);
|
||||
|
||||
GameMain.ParticleManager.Update((float)Physics.step);
|
||||
|
||||
StatusEffect.UpdateAll((float)Physics.step);
|
||||
|
||||
if (Character.Controlled != null && Lights.LightManager.ViewTarget != null)
|
||||
{
|
||||
cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
|
||||
@@ -210,6 +211,8 @@ namespace Barotrauma
|
||||
sub.UpdateTransform();
|
||||
}
|
||||
|
||||
GameMain.ParticleManager.UpdateTransforms();
|
||||
|
||||
GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;
|
||||
|
||||
GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
|
||||
|
||||
Reference in New Issue
Block a user