using FarseerPhysics; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Subsurface.Particles { class Particle { private ParticlePrefab prefab; private Vector2 position; private Vector2 prevPosition; private Vector2 velocity; private float rotation; private float prevRotation; private float angularVelocity; private Vector2 size; private Vector2 sizeChange; private Color color; private float alpha; private float totalLifeTime; private float lifeTime; private Vector2 velocityChange; private Vector2 drawPosition; //private float checkCollisionTimer; private Hull currentHull; public ParticlePrefab.DrawTargetType DrawTarget { get { return prefab.DrawTarget; } } public Vector2 Size { get { return size; } set { size = value; } } public Vector2 VelocityChange { get { return velocityChange; } set { velocityChange = value; } } public void Init(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation) { this.prefab = prefab; this.position = position; prevPosition = position; drawPosition = position; velocity = speed; this.rotation = rotation + Rand.Range(prefab.StartRotationMin, prefab.StartRotationMax); prevRotation = rotation; angularVelocity = prefab.AngularVelocityMin + (prefab.AngularVelocityMax - prefab.AngularVelocityMin) * Rand.Range(0.0f, 1.0f); totalLifeTime = prefab.LifeTime; lifeTime = prefab.LifeTime; size = prefab.StartSizeMin + (prefab.StartSizeMax - prefab.StartSizeMin) * Rand.Range(0.0f, 1.0f); sizeChange = prefab.SizeChangeMin + (prefab.SizeChangeMax - prefab.SizeChangeMin) * Rand.Range(0.0f, 1.0f); color = prefab.StartColor; alpha = prefab.StartAlpha; velocityChange = prefab.VelocityChange; if (prefab.DeleteOnCollision) { currentHull = Hull.FindHull(position); } if (prefab.RotateToDirection) { this.rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y)); prevRotation = rotation; } } public bool Update(float deltaTime) { //over 3 times faster than position += velocity * deltatime position.X += velocity.X * deltaTime; position.Y += velocity.Y * deltaTime; if (prefab.RotateToDirection) { if (velocityChange != Vector2.Zero || angularVelocity != 0.0f) { rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y)); } } else { rotation += angularVelocity * deltaTime; } velocity.X += velocityChange.X * deltaTime; velocity.Y += velocityChange.Y * deltaTime; size.X += sizeChange.X * deltaTime; size.Y += sizeChange.Y * deltaTime; alpha += prefab.ColorChange.W * deltaTime; color = new Color( color.R / 255.0f + prefab.ColorChange.X * deltaTime, color.G / 255.0f + prefab.ColorChange.Y * deltaTime, color.B / 255.0f + prefab.ColorChange.Z * deltaTime); if (prefab.DeleteOnCollision && currentHull!=null) { if (!Submarine.RectContains(currentHull.Rect, position)) return false; } lifeTime -= deltaTime; if (lifeTime <= 0.0f || alpha <= 0.0f || size.X <= 0.0f || size.Y <= 0.0f) return false; return true; } public void Draw(SpriteBatch spriteBatch) { drawPosition = Physics.Interpolate(prevPosition, position); drawPosition.Y = -drawPosition.Y; float drawRotation = Physics.Interpolate(prevRotation, rotation); //drawPosition = ConvertUnits.ToDisplayUnits(drawPosition); Vector2 drawSize = size; if (prefab.GrowTime>0.0f && totalLifeTime-lifeTime < prefab.GrowTime) { drawSize *= ((totalLifeTime - lifeTime) / prefab.GrowTime); } prefab.Sprite.Draw(spriteBatch, drawPosition, color*alpha, prefab.Sprite.origin, drawRotation, drawSize, SpriteEffects.None, prefab.Sprite.Depth); //spriteBatch.Draw( // prefab.sprite.Texture, // drawPosition, // null, // color*alpha, // drawRotation, // prefab.sprite.origin, // size, // SpriteEffects.None, prefab.sprite.Depth); prevPosition = position; prevRotation = rotation; } } }