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
@@ -6,9 +6,8 @@ namespace Barotrauma
{ {
partial class Explosion partial class Explosion
{ {
partial void ExplodeProjSpecific(Vector2 worldPosition,Hull hull) partial void ExplodeProjSpecific(Vector2 worldPosition, Hull hull)
{ {
if (shockwave) if (shockwave)
{ {
GameMain.ParticleManager.CreateParticle("shockwave", worldPosition, GameMain.ParticleManager.CreateParticle("shockwave", worldPosition,
@@ -38,6 +37,11 @@ namespace Barotrauma
} }
} }
if (hull != null && !string.IsNullOrWhiteSpace(decal) && decalSize > 0.0f)
{
hull.AddDecal(decal, worldPosition, decalSize);
}
float displayRange = attack.Range; float displayRange = attack.Range;
if (displayRange < 0.1f) return; if (displayRange < 0.1f) return;
@@ -1,4 +1,5 @@
using Barotrauma.Lights; using Barotrauma.Lights;
using Barotrauma.Particles;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Linq; using System.Linq;
@@ -78,6 +79,32 @@ namespace Barotrauma
lightSource.Range = Math.Max(size.X, size.Y) * 10.0f / 2.0f; lightSource.Range = Math.Max(size.X, size.Y) * 10.0f / 2.0f;
lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f); lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
lightSource.Position = position + Vector2.UnitY * 30.0f; lightSource.Position = position + Vector2.UnitY * 30.0f;
if (size.X > 256.0f)
{
if (burnDecals.Count == 0)
{
var newDecal = hull.AddDecal("burnt", WorldPosition + size/2);
if (newDecal != null) burnDecals.Add(newDecal);
}
else if (WorldPosition.X < burnDecals[0].WorldPosition.X - 256.0f)
{
var newDecal = hull.AddDecal("burnt", WorldPosition);
if (newDecal != null) burnDecals.Insert(0, newDecal);
}
else if (WorldPosition.X + size.X > burnDecals[burnDecals.Count-1].WorldPosition.X + 256.0f)
{
var newDecal = hull.AddDecal("burnt", WorldPosition + Vector2.UnitX * size.X);
if (newDecal != null) burnDecals.Add(newDecal);
}
}
foreach (Decal d in burnDecals)
{
//prevent the decals from fading out as long as the firesource is alive
d.FadeTimer = Math.Min(d.FadeTimer, d.FadeInTime);
}
} }
} }
} }
+6 -38
View File
@@ -44,16 +44,18 @@ namespace Barotrauma
!Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -8), position)); !Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -8), position));
} }
public void AddDecal(string decalName, Vector2 position, float scale) public Decal AddDecal(string decalName, Vector2 worldPosition, float scale = 1.0f)
{ {
if (decals.Count >= MaxDecalsPerHull) return; if (decals.Count >= MaxDecalsPerHull) return null;
var decal = GameMain.DecalManager.CreateDecal(decalName, scale, position, this); var decal = GameMain.DecalManager.CreateDecal(decalName, scale, worldPosition, this);
if (decal != null) if (decal != null)
{ {
decals.Add(decal); decals.Add(decal);
} }
return decal;
} }
partial void UpdateProjSpecific(float deltaTime, Camera cam) partial void UpdateProjSpecific(float deltaTime, Camera cam)
@@ -158,44 +160,10 @@ namespace Barotrauma
{ {
Rectangle hullDrawRect = rect; Rectangle hullDrawRect = rect;
if (Submarine != null) hullDrawRect.Location += Submarine.DrawPosition.ToPoint(); if (Submarine != null) hullDrawRect.Location += Submarine.DrawPosition.ToPoint();
foreach (Decal d in decals) foreach (Decal d in decals)
{ {
d.Draw(spriteBatch, this); d.Draw(spriteBatch, this);
continue;
Vector2 drawPos = d.Position + rect.Location.ToVector2();
Rectangle drawRect = new Rectangle(
(int)(drawPos.X - d.Sprite.size.X / 2),
(int)(drawPos.Y + d.Sprite.size.Y / 2),
(int)d.Sprite.size.X,
(int)d.Sprite.size.Y);
Rectangle overFlowAmount = new Rectangle(
(int)Math.Max(hullDrawRect.X - drawRect.X, 0.0f),
(int)Math.Max(drawRect.Y - hullDrawRect.Y, 0.0f),
(int)Math.Max(drawRect.Right - hullDrawRect.Right, 0.0f),
(int)Math.Max((hullDrawRect.Y - hullDrawRect.Height) - (drawRect.Y - drawRect.Height), 0.0f));
var clippedSourceRect = new Rectangle(d.Sprite.SourceRect.X + overFlowAmount.X,
d.Sprite.SourceRect.Y + overFlowAmount.Y,
d.Sprite.SourceRect.Width - overFlowAmount.X - overFlowAmount.Width,
d.Sprite.SourceRect.Height - overFlowAmount.Y - overFlowAmount.Height);
drawRect = new Rectangle(
drawRect.X + overFlowAmount.X,
drawRect.Y - overFlowAmount.Y,
drawRect.Width - overFlowAmount.X - overFlowAmount.Width,
drawRect.Height - overFlowAmount.Y - overFlowAmount.Height);
drawPos.Y = -drawPos.Y;
drawRect.Y = -drawRect.Y;
GUI.DrawRectangle(spriteBatch, drawRect, Color.Red);
GUI.DrawRectangle(spriteBatch, drawPos, Vector2.One * 3, Color.Red);
spriteBatch.Draw(d.Sprite.Texture, drawRect, clippedSourceRect, d.Color, 0, Vector2.Zero, SpriteEffects.None, 1.0f);
} }
} }
@@ -7,26 +7,51 @@ namespace Barotrauma.Particles
class Decal class Decal
{ {
public readonly DecalPrefab Prefab; public readonly DecalPrefab Prefab;
public Vector2 Position; private Vector2 position;
public readonly Sprite Sprite; public readonly Sprite Sprite;
private float fadeTimer; private float fadeTimer;
public Color Color
{
get { return Prefab.Color; }
}
public float FadeTimer public float FadeTimer
{ {
get { return 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 public float LifeTime
{ {
get { return Prefab.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; private float scale;
@@ -36,12 +61,15 @@ namespace Barotrauma.Particles
{ {
Prefab = prefab; Prefab = prefab;
//transform to hull-relative coordinates so we don't have to worry about the hull moving this.hull = hull;
Position = worldPosition - hull.WorldRect.Location.ToVector2();
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)]; Sprite = prefab.Sprites[Rand.Range(0, prefab.Sprites.Count, Rand.RandSync.Unsynced)];
Color = prefab.Color;
Rectangle drawRect = new Rectangle( Rectangle drawRect = new Rectangle(
(int)(drawPos.X - Sprite.size.X / 2 * scale), (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.Width - (int)((overFlowAmount.X + overFlowAmount.Width) / scale),
Sprite.SourceRect.Height - (int)((overFlowAmount.Y + overFlowAmount.Height) / 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; this.scale = scale;
} }
@@ -71,19 +99,32 @@ namespace Barotrauma.Particles
fadeTimer += deltaTime; fadeTimer += deltaTime;
} }
public void StopFadeIn()
{
Color *= GetAlpha();
fadeTimer = Prefab.FadeInTime;
}
public void Draw(SpriteBatch spriteBatch, Hull hull) 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 += hull.Submarine.DrawPosition;
drawPos.Y = -drawPos.Y; 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 Color Color;
public readonly float LifeTime; public readonly float LifeTime;
public readonly float FadeTime; public readonly float FadeOutTime;
public readonly float FadeInTime;
public DecalPrefab(XElement element) public DecalPrefab(XElement element)
{ {
@@ -33,7 +34,8 @@ namespace Barotrauma.Particles
Color = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One)); Color = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
LifeTime = ToolBox.GetAttributeFloat(element, "lifetime", 10.0f); 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));
} }
} }
} }
@@ -604,9 +604,15 @@
<Content Include="$(MSBuildThisFileDirectory)Content\Particles\bubbles.png"> <Content Include="$(MSBuildThisFileDirectory)Content\Particles\bubbles.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content> </Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Particles\burnt.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Particles\explosion.png"> <Content Include="$(MSBuildThisFileDirectory)Content\Particles\explosion.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content> </Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Particles\explosiondecal.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Particles\fire.png"> <Content Include="$(MSBuildThisFileDirectory)Content\Particles\fire.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content> </Content>
@@ -13,7 +13,7 @@
<Pickable slots="Any"> <Pickable slots="Any">
<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg"> <StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg">
<Explosion range="500.0" structuredamage="250" damage="200" stun="5" force="20.0" severlimbsprobability="0.5"/> <Explosion range="500.0" structuredamage="250" damage="200" stun="5" force="20.0" severlimbsprobability="0.5" decal="explosion" decalsize="0.5"/>
</StatusEffect> </StatusEffect>
</Pickable> </Pickable>
</Item> </Item>
@@ -31,7 +31,7 @@
<Pickable slots="Any"> <Pickable slots="Any">
<StatusEffect type="OnFire" target="This" Condition="-50.0"/> <StatusEffect type="OnFire" target="This" Condition="-50.0"/>
<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg"> <StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg">
<Explosion range="600.0" structuredamage="150" damage="300" stun="5" force="20.0" severlimbsprobability="0.6"/> <Explosion range="600.0" structuredamage="150" damage="300" stun="5" force="20.0" severlimbsprobability="0.6" decal="explosion" decalsize="0.5"/>
</StatusEffect> </StatusEffect>
</Pickable> </Pickable>
</Item> </Item>
@@ -50,7 +50,7 @@
<StatusEffect type="Always" target="This" Condition="-0.35"/> <StatusEffect type="Always" target="This" Condition="-0.35"/>
<StatusEffect type="OnFire" target="This" Condition="-50.0"/> <StatusEffect type="OnFire" target="This" Condition="-50.0"/>
<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg"> <StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg">
<Explosion range="600.0" structuredamage="150" damage="300" stun="5" force="20.0" severlimbsprobability="0.6"/> <Explosion range="600.0" structuredamage="150" damage="300" stun="5" force="20.0" severlimbsprobability="0.6" decal="explosion" decalsize="0.5"/>
</StatusEffect> </StatusEffect>
</Pickable> </Pickable>
</Item> </Item>
@@ -121,7 +121,7 @@
<StatusEffect type="OnFire" target="This" Condition="-50.0"/> <StatusEffect type="OnFire" target="This" Condition="-50.0"/>
<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg"> <StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg">
<Explosion range="600.0" structuredamage="400" damage="300" stun="5" force="20.0" severlimbsprobability="0.4"/> <Explosion range="600.0" structuredamage="400" damage="300" stun="5" force="20.0" severlimbsprobability="0.4" decal="explosion" decalsize="0.5"/>
</StatusEffect> </StatusEffect>
<StatusEffect type="OnUse" target="This" Condition="-100.0"> <StatusEffect type="OnUse" target="This" Condition="-100.0">
@@ -118,7 +118,7 @@
<Attack damage="1000" bleedingdamage="10" structuredamage="200" damagetype="Blunt" severlimbsprobability="1.0"/> <Attack damage="1000" bleedingdamage="10" structuredamage="200" damagetype="Blunt" severlimbsprobability="1.0"/>
<StatusEffect type="OnUse" Condition="-100.0" stun="10.0" disabledeltatime="true" sound="Content/Items/Weapons/bigexplosion.ogg"> <StatusEffect type="OnUse" Condition="-100.0" stun="10.0" disabledeltatime="true" sound="Content/Items/Weapons/bigexplosion.ogg">
<Explosion range="1000.0" structuredamage="1000" damage="1000" stun="10" force="50.0" severlimbsprobability="0.8"/> <Explosion range="1000.0" structuredamage="1000" damage="1000" stun="10" force="50.0" severlimbsprobability="0.8" decal="explosion" decalsize="1.0"/>
</StatusEffect> </StatusEffect>
<StatusEffect type="OnActive" target="This"> <StatusEffect type="OnActive" target="This">
@@ -3,9 +3,22 @@
<blood <blood
color="0.4, 0.0, 0.0, 1.0" color="0.4, 0.0, 0.0, 1.0"
lifetime="60" lifetime="60"
fadetime="20"> fadeouttime="20">
<sprite texture="Content/Particles/spatter.png" sourcerect="0,0,128,128"/> <sprite texture="Content/Particles/spatter.png" sourcerect="0,0,128,128"/>
<sprite texture="Content/Particles/spatter.png" sourcerect="128,0,128,128"/> <sprite texture="Content/Particles/spatter.png" sourcerect="128,0,128,128"/>
<sprite texture="Content/Particles/spatter.png" sourcerect="0,128,128,128"/> <sprite texture="Content/Particles/spatter.png" sourcerect="0,128,128,128"/>
</blood> </blood>
<explosion
color="1.0, 1.0, 1.0, 1.0"
lifetime="60"
fadeouttime="20">
<sprite texture="Content/Particles/explosiondecal.png" sourcerect="0,0,512,512"/>
</explosion>
<burnt
color="1.0, 1.0, 1.0, 1.0"
lifetime="120"
fadeintime="30"
fadeouttime="30">
<sprite texture="Content/Particles/burnt.png" sourcerect="0,0,512,512"/>
</burnt>
</prefabs> </prefabs>
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@@ -493,7 +493,7 @@ namespace Barotrauma
if (GameMain.Client == null) if (GameMain.Client == null)
{ {
Hull.EditFire = !Hull.EditFire; Hull.EditFire = !Hull.EditFire;
NewMessage(Hull.EditWater ? "Fire spawning on" : "Fire spawning off", Color.White); NewMessage(Hull.EditFire ? "Fire spawning on" : "Fire spawning off", Color.White);
} }
break; break;
@@ -17,6 +17,9 @@ namespace Barotrauma
private bool sparks, shockwave, flames, smoke; private bool sparks, shockwave, flames, smoke;
private string decal;
private float decalSize;
public Explosion(float range, float force, float damage, float structureDamage) public Explosion(float range, float force, float damage, float structureDamage)
{ {
attack = new Attack(damage, structureDamage, 0.0f, range); attack = new Attack(damage, structureDamage, 0.0f, range);
@@ -37,7 +40,10 @@ namespace Barotrauma
flames = ToolBox.GetAttributeBool(element, "flames", true); flames = ToolBox.GetAttributeBool(element, "flames", true);
smoke = ToolBox.GetAttributeBool(element, "smoke", true); smoke = ToolBox.GetAttributeBool(element, "smoke", true);
CameraShake = ToolBox.GetAttributeFloat(element, "camerashake", attack.Range*0.1f); decal = ToolBox.GetAttributeString(element, "decal", "");
decalSize = ToolBox.GetAttributeFloat(element, "decalSize", 1.0f);
CameraShake = ToolBox.GetAttributeFloat(element, "camerashake", attack.Range * 0.1f);
} }
public void Explode(Vector2 worldPosition) public void Explode(Vector2 worldPosition)
@@ -4,6 +4,7 @@ using System.Collections.Generic;
using Barotrauma.Networking; using Barotrauma.Networking;
#if CLIENT #if CLIENT
using Barotrauma.Lights; using Barotrauma.Lights;
using Barotrauma.Particles;
#endif #endif
namespace Barotrauma namespace Barotrauma
@@ -22,6 +23,10 @@ namespace Barotrauma
private Entity Submarine; private Entity Submarine;
#if CLIENT
private List<Decal> burnDecals = new List<Decal>();
#endif
public Vector2 Position public Vector2 Position
{ {
get { return position; } get { return position; }
@@ -110,8 +115,10 @@ namespace Barotrauma
//combine overlapping fires //combine overlapping fires
for (int i = fireSources.Count - 1; i >= 0; i--) for (int i = fireSources.Count - 1; i >= 0; i--)
{ {
for (int j = i-1; j>=0 ; j--) for (int j = i - 1; j >= 0; j--)
{ {
if (fireSources[i].hull != fireSources[j].hull) continue;
i = Math.Min(i, fireSources.Count - 1); i = Math.Min(i, fireSources.Count - 1);
j = Math.Min(j, i - 1); j = Math.Min(j, i - 1);
@@ -124,7 +131,12 @@ namespace Barotrauma
- leftEdge; - leftEdge;
fireSources[j].position.X = leftEdge; fireSources[j].position.X = leftEdge;
#if CLIENT
fireSources[j].burnDecals.AddRange(fireSources[i].burnDecals);
fireSources[j].burnDecals.Sort((d1, d2) => { return Math.Sign(d1.WorldPosition.X - d2.WorldPosition.X); });
#endif
fireSources[i].Remove(); fireSources[i].Remove();
} }
} }
@@ -311,6 +323,11 @@ namespace Barotrauma
Sounds.SoundManager.Stop(largeSoundIndex); Sounds.SoundManager.Stop(largeSoundIndex);
largeSoundIndex = -1; largeSoundIndex = -1;
} }
foreach (Decal d in burnDecals)
{
d.StopFadeIn();
}
#endif #endif
hull.RemoveFire(this); hull.RemoveFire(this);