Made smoke particles disappear gradually
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parent
40a0c6474d
commit
868b3481ee
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@ -26,9 +26,14 @@ public class EntityVertical extends Entity
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@Override
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public void render(Vec2d pos, Camera camera) {
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this.render(pos, camera, 1);
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}
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public void render(Vec2d pos, Camera camera, double opacity) {
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double light = chunk.getLightLevel(new Vec2i(
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MathHelpers.floor(pos.x), MathHelpers.floor(pos.y)));
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GlHelpers.color3(light, light, light);
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GlHelpers.color4(light, light, light, opacity);
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this.render(pos, camera, tex, size);
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GlHelpers.color4(1, 1, 1, 1);
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}
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}
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@ -5,10 +5,8 @@ import shootergame.display.Camera;
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import shootergame.entity.EntityVertical;
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import shootergame.init.Textures;
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import shootergame.util.gl.GlHelpers;
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import shootergame.util.math.MathHelpers;
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import shootergame.util.math.random.RandomHelpers;
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import shootergame.util.math.vec.Vec2d;
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import shootergame.util.math.vec.Vec2i;
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import shootergame.world.chunk.Chunk;
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import shootergame.world.layer.Layer;
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@ -26,8 +24,9 @@ public class ParticleSmoke extends EntityVertical
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RandomHelpers.randrange(rand, 1000)/1000.0 - 0.5 + pos.x,
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RandomHelpers.randrange(rand, 1000)/1000.0 - 0.5 + pos.y);
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height_speed = (rand.nextDouble() + 0.5) / 100;
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disappear_speed = (rand.nextDouble() + 0.5) / 250;
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height_speed = (rand.nextDouble() + 0.5) / 250;
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disappear_speed = (rand.nextDouble() + 0.5) / 1000;
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this.opaqueTile = true;
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}
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@Override
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@ -35,11 +34,7 @@ public class ParticleSmoke extends EntityVertical
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if(opacity <= 0) return;
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GlHelpers.pushMatrix();
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GlHelpers.translate3(0, 0, height);
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double light = chunk.getLightLevel(new Vec2i(
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MathHelpers.floor(pos.x), MathHelpers.floor(pos.y)));
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GlHelpers.color4(light, light, light, opacity);
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super.render(pos, camera);
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GlHelpers.color4(1, 1, 1, 1);
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super.render(pos, camera, opacity);
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GlHelpers.popMatrix();
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}
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@ -2,7 +2,6 @@ package shootergame.input.types;
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import shootergame.Main;
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import shootergame.menu.Menu;
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import shootergame.menu.MenuDeath;
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import shootergame.menu.MenuGame;
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import shootergame.menu.MenuGamePause;
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@ -1,12 +1,6 @@
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package shootergame.menu;
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import java.util.Random;
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import shootergame.Main;
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import shootergame.entity.player.EntityPlayer;
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import shootergame.init.Layers;
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import shootergame.input.types.InputDeath;
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import shootergame.input.types.InputGamePause;
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import shootergame.text.Text;
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import shootergame.util.gl.GlHelpers;
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import shootergame.util.math.vec.Vec2d;
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@ -4,8 +4,8 @@ import java.util.Random;
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import shootergame.Main;
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import shootergame.entity.Entity;
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import shootergame.entity.EntityExplosion;
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import shootergame.entity.EntityZombie;
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import shootergame.entity.EntityZombieArmored;
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import shootergame.init.Tiles;
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import shootergame.time.GameTimer;
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import shootergame.util.math.MathHelpers;
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@ -34,7 +34,7 @@ public class LayerGenEarth extends LayerGen
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OpenSimplexNoise noisegen_n = new OpenSimplexNoise(new Random(seed + layer.id).nextLong());
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if(c_pos.x == 0 && c_pos.y == 0) {
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chunk.spawnEntity(new EntityZombieArmored(new Vec2d(0, 0)));
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chunk.spawnEntity(new EntityExplosion(new Vec2d(1, 1), 10, 0));
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}
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// Loop over the layer dimensions and create land
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