Animated fire & smoke particles
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@@ -60,6 +60,7 @@
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<ApplicationIcon>Icon.ico</ApplicationIcon>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Source\AnimatedSprite.cs" />
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<Compile Include="Source\Camera.cs" />
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<Compile Include="Source\Characters\AICharacter.cs" />
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<Compile Include="Source\Characters\AI\AIController.cs" />
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@@ -850,12 +851,18 @@
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<Content Include="Content\Particles\fire.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Particles\FlameRoundParticleSheet.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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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\Particles\SmokeParticleSheet.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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BIN
Subsurface/Content/Particles/FlameRoundParticleSheet.png
Normal file
BIN
Subsurface/Content/Particles/FlameRoundParticleSheet.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 1.4 MiB |
@@ -111,19 +111,20 @@
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</shockwave>
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<flame
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startsizemin="0.3,0.3" startsizemax="0.5,0.5"
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startsizemin="0.5,0.3" startsizemax="1.0,0.5"
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sizechangemin="0.1,0.1" sizechangemax="0.2,0.2"
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startrotationmin ="-20.0" startrotationmax="20"
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startcolor="1.0, 1.0, 1.0" startalpha="1.0"
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colorchange="-0.9, -1.5, -6.3, -1.2"
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lifetime="2.5"
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growtime ="0.05"
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growtime ="0.2"
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drawtarget="air"
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collideswithwalls="true"
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blendstate="additive"
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velocitychange="0.0, 2.5">
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<sprite texture="Content/Particles/fire.png" sourcerect="0,0,96,96"/>
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<sprite texture="Content/Particles/fire.png" sourcerect="96,0,96,96"/>
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velocitychange="0.0, 2.5"
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animduration="1.2"
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loopanim="false">
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<animatedsprite texture="Content/Particles/FlameRoundParticleSheet.png" sourcerect="0,0,2048,2048" columns="10" rows="5" origin="0.5,0.8"/>
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</flame>
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<steam
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@@ -144,14 +145,17 @@
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startsizemin="0.4,0.4" startsizemax="0.5,0.5"
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sizechangemin="0.25,0.25" sizechangemax="0.3,0.3"
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startrotationmin ="0.0" startrotationmax="360"
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startcolor="0.0, 0.0, 0.0" startalpha="0.5"
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startcolor="0.0, 0.0, 0.0" startalpha="1.0"
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colorchange="0.0, 0.0, 0.0, -0.25"
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growtime ="0.2"
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lifetime="3"
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lifetime="5"
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collideswithwalls="true"
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collisionradius="30.0"
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velocitychange="0.0, 2.5">
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<sprite texture="Content/Particles/spatter.png" sourcerect="128,128,128,128"/>
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collisionradius="80.0"
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velocitychange="0.0, 2.5"
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animduration="4"
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restitution="0.98"
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loopanim="false">
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<animatedsprite texture="Content/Particles/SmokeParticleSheet.png" sourcerect="0,0,1024,1024" columns="5" rows="5"/>
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</smoke>
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<explosionfire
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BIN
Subsurface/Content/Particles/SmokeParticleSheet.png
Normal file
BIN
Subsurface/Content/Particles/SmokeParticleSheet.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 621 KiB |
@@ -42,6 +42,9 @@ namespace Barotrauma.Particles
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private Hull currentHull;
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private List<Gap> hullGaps;
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private float animState;
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private int animFrame;
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public ParticlePrefab.DrawTargetType DrawTarget
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{
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@@ -77,6 +80,9 @@ namespace Barotrauma.Particles
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spriteIndex = Rand.Int(prefab.Sprites.Count);
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animState = 0;
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animFrame = 0;
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currentHull = Hull.FindHull(position, hullGuess);
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this.position = position;
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@@ -166,6 +172,13 @@ namespace Barotrauma.Particles
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color.R / 255.0f + prefab.ColorChange.X * deltaTime,
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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.Sprites[spriteIndex] is SpriteSheet)
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{
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animState += deltaTime;
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int frameCount = ((SpriteSheet)prefab.Sprites[spriteIndex]).FrameCount;
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animFrame = (int)Math.Min(Math.Floor(animState / prefab.AnimDuration * frameCount), frameCount - 1);
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}
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if (prefab.DeleteOnCollision || prefab.CollidesWithWalls)
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{
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@@ -317,11 +330,25 @@ namespace Barotrauma.Particles
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drawSize *= ((totalLifeTime - lifeTime) / prefab.GrowTime);
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}
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prefab.Sprites[spriteIndex].Draw(spriteBatch,
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new Vector2(drawPosition.X, -drawPosition.Y),
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color * alpha,
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prefab.Sprites[spriteIndex].Origin, drawRotation,
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drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
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if (prefab.Sprites[spriteIndex] is SpriteSheet)
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{
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((SpriteSheet)prefab.Sprites[spriteIndex]).Draw(
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spriteBatch, animFrame,
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new Vector2(drawPosition.X, -drawPosition.Y),
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color * alpha,
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prefab.Sprites[spriteIndex].Origin, drawRotation,
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drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
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}
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else
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{
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prefab.Sprites[spriteIndex].Draw(spriteBatch,
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new Vector2(drawPosition.X, -drawPosition.Y),
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color * alpha,
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prefab.Sprites[spriteIndex].Origin, drawRotation,
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drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
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}
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}
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}
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}
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@@ -13,6 +13,9 @@ namespace Barotrauma.Particles
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public readonly List<Sprite> Sprites;
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public readonly float AnimDuration;
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public readonly bool LoopAnim;
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public readonly float AngularVelocityMin, AngularVelocityMax;
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public readonly float StartRotationMin, StartRotationMax;
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@@ -53,11 +56,21 @@ namespace Barotrauma.Particles
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
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Sprites.Add(new Sprite(subElement));
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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Sprites.Add(new Sprite(subElement));
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break;
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case "spritesheet":
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case "animatedsprite":
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Sprites.Add(new SpriteSheet(subElement));
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break;
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}
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}
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AnimDuration = ToolBox.GetAttributeFloat(element, "animduration", 1.0f);
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LoopAnim = ToolBox.GetAttributeBool(element, "loopanim", true);
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if (element.Attribute("angularvelocity") == null)
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{
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AngularVelocityMin = ToolBox.GetAttributeFloat(element, "angularvelocitymin", 0.0f);
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@@ -134,7 +147,9 @@ namespace Barotrauma.Particles
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DeleteOnCollision = ToolBox.GetAttributeBool(element, "deleteoncollision", false);
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CollidesWithWalls = ToolBox.GetAttributeBool(element, "collideswithwalls", false);
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CollisionRadius = ToolBox.GetAttributeFloat(element, "collisionradius", Sprites[0].SourceRect.Width/2.0f);
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CollisionRadius = ToolBox.GetAttributeFloat(element,
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"collisionradius",
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Sprites.Count > 0 ? 1 : Sprites[0].SourceRect.Width / 2.0f);
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ColorChange = ToolBox.GetAttributeVector4(element, "colorchange", Vector4.Zero);
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@@ -14,15 +14,15 @@ namespace Barotrauma
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//if two sprites use the same file, they share the same texture
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string file;
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Texture2D texture;
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protected Texture2D texture;
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//the area in the texture that is supposed to be drawn
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Rectangle sourceRect;
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//the offset used when drawing the sprite
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Vector2 offset;
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protected Vector2 offset;
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private Vector2 origin;
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protected Vector2 origin;
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//the size of the drawn sprite, if larger than the source,
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//the sprite is tiled to fill the target size
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@@ -32,7 +32,7 @@ namespace Barotrauma
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public SpriteEffects effects;
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float depth;
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protected float depth;
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public Rectangle SourceRect
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{
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@@ -202,7 +202,7 @@ namespace Barotrauma
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this.Draw(spriteBatch, pos, color, origin, rotate, new Vector2(scale, scale), spriteEffect, depth);
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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public virtual void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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//for (int x = -1; x <= 1; x += 2)
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//{
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55
Subsurface/Source/SpriteSheet.cs
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55
Subsurface/Source/SpriteSheet.cs
Normal file
@@ -0,0 +1,55 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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class SpriteSheet : Sprite
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{
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private Rectangle[] sourceRects;
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public int FrameCount
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{
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get { return sourceRects.Length; }
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}
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public SpriteSheet(XElement element, string path = "", string file = "")
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: base(element, path, file)
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{
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int columnCount = Math.Max(ToolBox.GetAttributeInt(element, "columns", 1), 1);
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int rowCount = Math.Max(ToolBox.GetAttributeInt(element, "rows", 1), 1);
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sourceRects = new Rectangle[rowCount * columnCount];
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int cellWidth = SourceRect.Width / columnCount;
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int cellHeight = SourceRect.Height / rowCount;
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for (int x = 0; x < columnCount; x++)
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{
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for (int y = 0; y < rowCount; y++)
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{
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sourceRects[x + y * columnCount] = new Rectangle(x * cellWidth, y * cellHeight, cellWidth, cellHeight);
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}
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}
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origin = ToolBox.GetAttributeVector2(element, "origin", new Vector2(0.5f, 0.5f));
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origin.X = origin.X * cellWidth;
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origin.Y = origin.Y * cellHeight;
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}
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public override void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = default(float?))
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{
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if (texture == null) return;
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spriteBatch.Draw(texture, pos + offset, sourceRects[0], color, rotation + rotate, origin, scale, spriteEffect, depth == null ? this.depth : (float)depth);
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}
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public void Draw(SpriteBatch spriteBatch, int spriteIndex, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = default(float?))
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{
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if (texture == null) return;
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spriteBatch.Draw(texture, pos + offset, sourceRects[spriteIndex], color, rotation + rotate, origin, scale, spriteEffect, depth == null ? this.depth : (float)depth);
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}
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}
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}
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