package projectzombie.entity.particle; import projectzombie.Main; import projectzombie.display.Camera; import projectzombie.entity.EntityVertical; import projectzombie.util.gl.GlHelpers; import projectzombie.util.gl.texture.IHasTexture; import projectzombie.util.gl.texture.TextureReference; import projectzombie.util.math.MathHelpers; import projectzombie.util.math.TileState; import projectzombie.util.math.random.RandomHelpers; import projectzombie.util.math.vec.Vec2d; import projectzombie.util.math.vec.Vec2i; import projectzombie.util.math.vec.Vec3d; import projectzombie.world.chunk.Chunk; import projectzombie.world.layer.Layer; public class ParticleBreak extends EntityVertical { private double height = 0; private Vec3d velocity; private int time = 1000; private static TextureReference getTexture(TileState ts) { if(ts.tile instanceof IHasTexture) { TextureReference tex = ((IHasTexture)ts.tile).getTexture(); int px = RandomHelpers.randrange(rand, tex.start_x, tex.end_x - 2); int py = RandomHelpers.randrange(rand, tex.start_y, tex.end_y - 2); return tex.getTextureReference(px, px + 2, py, py + 2); } else { return TextureReference.EMPTY; } } public ParticleBreak(Vec2d pos, TileState ts) { super(pos, getTexture(ts), new Vec2d(1/4.0, 1/4.0)); this.opaqueTile = ts.tile.opaqueTile; this.angle = RandomHelpers.randrange(rand, 360); Vec2d side_v = MathHelpers.moveTowards2(0.01, Math.toRadians(angle)); velocity = new Vec3d( side_v.x, side_v.y, RandomHelpers.randrange(rand, 10000) / 200000.0); } @Override public void tick(Chunk chunk, Layer layer) { super.tick(chunk, layer); // Kill the particle if the player can't see it to reduce lag if(Main.player.pos.squareDistance(pos) > 32 || time < 0) { this.kill(); } time -= 1; height += velocity.z; velocity.z -= MathHelpers.FallSpeed; if(height < -1) { kill(); } else { pos.x += velocity.x; pos.y += velocity.y; } } @Override public void render(Vec2d pos, Camera camera, TextureReference tex, Vec2d size) { Vec3d light = chunk.getRGBLightLevel(new Vec2i( MathHelpers.floor(pos.x), MathHelpers.floor(pos.y))); GlHelpers.color3(light.x, light.y, light.z); GlHelpers.pushMatrix(); GlHelpers.translate3(0, 0, height); super.render(pos, camera, tex, size); GlHelpers.popMatrix(); } }