diff --git a/src/shootergame/entity/EntityVertical.java b/src/shootergame/entity/EntityVertical.java index 1087969..60c81ab 100644 --- a/src/shootergame/entity/EntityVertical.java +++ b/src/shootergame/entity/EntityVertical.java @@ -26,9 +26,14 @@ public class EntityVertical extends Entity @Override public void render(Vec2d pos, Camera camera) { + this.render(pos, camera, 1); + } + + public void render(Vec2d pos, Camera camera, double opacity) { double light = chunk.getLightLevel(new Vec2i( MathHelpers.floor(pos.x), MathHelpers.floor(pos.y))); - GlHelpers.color3(light, light, light); + GlHelpers.color4(light, light, light, opacity); this.render(pos, camera, tex, size); + GlHelpers.color4(1, 1, 1, 1); } } diff --git a/src/shootergame/entity/particle/ParticleSmoke.java b/src/shootergame/entity/particle/ParticleSmoke.java index 6c57107..34ae793 100644 --- a/src/shootergame/entity/particle/ParticleSmoke.java +++ b/src/shootergame/entity/particle/ParticleSmoke.java @@ -5,10 +5,8 @@ import shootergame.display.Camera; import shootergame.entity.EntityVertical; import shootergame.init.Textures; import shootergame.util.gl.GlHelpers; -import shootergame.util.math.MathHelpers; import shootergame.util.math.random.RandomHelpers; import shootergame.util.math.vec.Vec2d; -import shootergame.util.math.vec.Vec2i; import shootergame.world.chunk.Chunk; import shootergame.world.layer.Layer; @@ -26,8 +24,9 @@ public class ParticleSmoke extends EntityVertical RandomHelpers.randrange(rand, 1000)/1000.0 - 0.5 + pos.x, RandomHelpers.randrange(rand, 1000)/1000.0 - 0.5 + pos.y); - height_speed = (rand.nextDouble() + 0.5) / 100; - disappear_speed = (rand.nextDouble() + 0.5) / 250; + height_speed = (rand.nextDouble() + 0.5) / 250; + disappear_speed = (rand.nextDouble() + 0.5) / 1000; + this.opaqueTile = true; } @Override @@ -35,11 +34,7 @@ public class ParticleSmoke extends EntityVertical if(opacity <= 0) return; GlHelpers.pushMatrix(); GlHelpers.translate3(0, 0, height); - double light = chunk.getLightLevel(new Vec2i( - MathHelpers.floor(pos.x), MathHelpers.floor(pos.y))); - GlHelpers.color4(light, light, light, opacity); - super.render(pos, camera); - GlHelpers.color4(1, 1, 1, 1); + super.render(pos, camera, opacity); GlHelpers.popMatrix(); } diff --git a/src/shootergame/input/types/InputGamePause.java b/src/shootergame/input/types/InputGamePause.java index 1743375..c77d4f2 100644 --- a/src/shootergame/input/types/InputGamePause.java +++ b/src/shootergame/input/types/InputGamePause.java @@ -2,7 +2,6 @@ package shootergame.input.types; import shootergame.Main; import shootergame.menu.Menu; -import shootergame.menu.MenuDeath; import shootergame.menu.MenuGame; import shootergame.menu.MenuGamePause; diff --git a/src/shootergame/menu/MenuDeath.java b/src/shootergame/menu/MenuDeath.java index 85c3303..9a549f1 100644 --- a/src/shootergame/menu/MenuDeath.java +++ b/src/shootergame/menu/MenuDeath.java @@ -1,12 +1,6 @@ package shootergame.menu; -import java.util.Random; - -import shootergame.Main; -import shootergame.entity.player.EntityPlayer; -import shootergame.init.Layers; import shootergame.input.types.InputDeath; -import shootergame.input.types.InputGamePause; import shootergame.text.Text; import shootergame.util.gl.GlHelpers; import shootergame.util.math.vec.Vec2d; diff --git a/src/shootergame/world/layer/layergen/LayerGenEarth.java b/src/shootergame/world/layer/layergen/LayerGenEarth.java index d5c48b6..14cfe7f 100644 --- a/src/shootergame/world/layer/layergen/LayerGenEarth.java +++ b/src/shootergame/world/layer/layergen/LayerGenEarth.java @@ -4,8 +4,8 @@ import java.util.Random; import shootergame.Main; import shootergame.entity.Entity; +import shootergame.entity.EntityExplosion; import shootergame.entity.EntityZombie; -import shootergame.entity.EntityZombieArmored; import shootergame.init.Tiles; import shootergame.time.GameTimer; import shootergame.util.math.MathHelpers; @@ -34,7 +34,7 @@ public class LayerGenEarth extends LayerGen OpenSimplexNoise noisegen_n = new OpenSimplexNoise(new Random(seed + layer.id).nextLong()); if(c_pos.x == 0 && c_pos.y == 0) { - chunk.spawnEntity(new EntityZombieArmored(new Vec2d(0, 0))); + chunk.spawnEntity(new EntityExplosion(new Vec2d(1, 1), 10, 0)); } // Loop over the layer dimensions and create land