Fire & explosion decals

This commit is contained in:
Joonas Rikkonen
2017-07-08 18:30:07 +03:00
parent 4e4983f0a6
commit d4b58e16b9
14 changed files with 155 additions and 71 deletions
@@ -7,26 +7,51 @@ namespace Barotrauma.Particles
class Decal
{
public readonly DecalPrefab Prefab;
public Vector2 Position;
private Vector2 position;
public readonly Sprite Sprite;
private float fadeTimer;
public Color Color
{
get { return Prefab.Color; }
}
public float FadeTimer
{
get { return fadeTimer; }
set { fadeTimer = MathHelper.Clamp(value, 0.0f, LifeTime); }
}
public float FadeInTime
{
get { return Prefab.FadeInTime; }
}
public float FadeOutTime
{
get { return Prefab.FadeOutTime; }
}
public float LifeTime
{
get { return Prefab.LifeTime; }
}
public Color Color
{
get;
set;
}
public Vector2 WorldPosition
{
get
{
return position
+ clippedSourceRect.Size.ToVector2() / 2 * scale
+ hull.Rect.Location.ToVector2()
+ hull.Submarine.DrawPosition;
}
}
private Hull hull;
private float scale;
@@ -36,12 +61,15 @@ namespace Barotrauma.Particles
{
Prefab = prefab;
//transform to hull-relative coordinates so we don't have to worry about the hull moving
Position = worldPosition - hull.WorldRect.Location.ToVector2();
this.hull = hull;
Vector2 drawPos = Position + hull.Rect.Location.ToVector2();
//transform to hull-relative coordinates so we don't have to worry about the hull moving
position = worldPosition - hull.WorldRect.Location.ToVector2();
Vector2 drawPos = position + hull.Rect.Location.ToVector2();
Sprite = prefab.Sprites[Rand.Range(0, prefab.Sprites.Count, Rand.RandSync.Unsynced)];
Color = prefab.Color;
Rectangle drawRect = new Rectangle(
(int)(drawPos.X - Sprite.size.X / 2 * scale),
@@ -61,7 +89,7 @@ namespace Barotrauma.Particles
Sprite.SourceRect.Width - (int)((overFlowAmount.X + overFlowAmount.Width) / scale),
Sprite.SourceRect.Height - (int)((overFlowAmount.Y + overFlowAmount.Height) / scale));
Position -= new Vector2(Sprite.size.X / 2 * scale - overFlowAmount.X, -Sprite.size.Y / 2 * scale + overFlowAmount.Y);
position -= new Vector2(Sprite.size.X / 2 * scale - overFlowAmount.X, -Sprite.size.Y / 2 * scale + overFlowAmount.Y);
this.scale = scale;
}
@@ -71,19 +99,32 @@ namespace Barotrauma.Particles
fadeTimer += deltaTime;
}
public void StopFadeIn()
{
Color *= GetAlpha();
fadeTimer = Prefab.FadeInTime;
}
public void Draw(SpriteBatch spriteBatch, Hull hull)
{
Vector2 drawPos = Position + hull.Rect.Location.ToVector2();
Vector2 drawPos = position + hull.Rect.Location.ToVector2();
drawPos += hull.Submarine.DrawPosition;
drawPos.Y = -drawPos.Y;
float a = 1.0f;
if (fadeTimer > Prefab.LifeTime - Prefab.FadeTime)
{
a = (Prefab.LifeTime - fadeTimer) / Prefab.FadeTime;
}
spriteBatch.Draw(Sprite.Texture, drawPos, clippedSourceRect, Color * a, 0, Vector2.Zero , scale, SpriteEffects.None, 1);
spriteBatch.Draw(Sprite.Texture, drawPos, clippedSourceRect, Color * GetAlpha(), 0, Vector2.Zero, scale, SpriteEffects.None, 1);
}
private float GetAlpha()
{
if (fadeTimer < Prefab.FadeInTime)
{
return fadeTimer / Prefab.FadeInTime;
}
else if (fadeTimer > Prefab.LifeTime - Prefab.FadeOutTime)
{
return (Prefab.LifeTime - fadeTimer) / Prefab.FadeOutTime;
}
return 1.0f;
}
}
}
@@ -14,7 +14,8 @@ namespace Barotrauma.Particles
public readonly Color Color;
public readonly float LifeTime;
public readonly float FadeTime;
public readonly float FadeOutTime;
public readonly float FadeInTime;
public DecalPrefab(XElement element)
{
@@ -33,7 +34,8 @@ namespace Barotrauma.Particles
Color = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
LifeTime = ToolBox.GetAttributeFloat(element, "lifetime", 10.0f);
FadeTime = Math.Min(LifeTime, ToolBox.GetAttributeFloat(element, "fadetime", 1.0f));
FadeOutTime = Math.Min(LifeTime, ToolBox.GetAttributeFloat(element, "fadeouttime", 1.0f));
FadeInTime = Math.Min(LifeTime - FadeOutTime, ToolBox.GetAttributeFloat(element, "fadeintime", 0.0f));
}
}
}