Fixed effect fade, minor renames
parent
ec796ff974
commit
db9c03f569
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@ -1,5 +1,5 @@
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[effect."small explosion"]
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sprite = "particle::explosion::small"
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sprite = "effect::explosion::small"
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lifetime = "inherit"
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inherit_velocity = "target"
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size = 8.0
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@ -11,7 +11,7 @@ fade_rng = 0.1
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[effect."large explosion"]
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sprite = "particle::explosion::large"
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sprite = "effect::explosion::large"
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lifetime = "inherit"
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inherit_velocity = "target"
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size = 25.0
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@ -23,7 +23,7 @@ fade_rng = 0.1
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[effect."huge explosion"]
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sprite = "particle::explosion::huge"
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sprite = "effect::explosion::huge"
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lifetime = "inherit"
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inherit_velocity = "target"
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size = 50.0
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@ -35,7 +35,7 @@ fade_rng = 0.1
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[effect."blue spark"]
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sprite = "particle::spark::blue"
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sprite = "effect::spark::blue"
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lifetime = 0.5
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lifetime_rng = 0.5
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inherit_velocity = "parent"
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@ -48,7 +48,7 @@ fade = 0.2
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fade_rng = 0.1
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[effect."yellow spark"]
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sprite = "particle::spark::yellow"
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sprite = "effect::spark::yellow"
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lifetime = "inherit"
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inherit_velocity = "parent"
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size = 4.0
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@ -60,7 +60,7 @@ fade = 0.2
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fade_rng = 0.1
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[effect."red spark"]
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sprite = "particle::spark::red"
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sprite = "effect::spark::red"
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lifetime = "inherit"
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inherit_velocity = "parent"
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size = 4.0
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@ -74,7 +74,7 @@ fade_rng = 0.1
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# Every effect has a parent, some effects have a target
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[effect."blaster impact"]
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sprite = "particle::blaster"
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sprite = "effect::blaster"
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lifetime = "inherit" # number in seconds or inherit from sprite
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lifetime_rng = 0.0 # Random variation of lifetime (up to this value)
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@ -102,6 +102,4 @@ fade_rng = 0.1
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# TODO:
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# effect probabilities & variants
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# multiple particles in one effect
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# document: effect vs particle
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# sprite lifetime/fps variation (and effects inherit lifetime later)
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@ -51,7 +51,7 @@ gun.projectile.collider.ball.radius = 2.0
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gun.projectile.impact_effect = "blaster impact"
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gun.projectile.expire_effect.sprite = "particle::blaster"
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gun.projectile.expire_effect.sprite = "effect::blaster"
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gun.projectile.expire_effect.lifetime = "inherit"
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gun.projectile.expire_effect.size = 3.0
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gun.projectile.expire_effect.velocity_scale_parent = 1.0
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@ -105,111 +105,111 @@ section.on.bot = "stop"
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section.on.timing.fps = 60
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section.on.frames = ["ui/planet-button-on.png"]
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[sprite."particle::blaster"]
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[sprite."effect::blaster"]
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timing.duration = 0.15
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frames = [
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"particle/blaster/01.png",
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"particle/blaster/02.png",
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"particle/blaster/03.png",
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"particle/blaster/04.png",
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"effect/blaster/01.png",
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"effect/blaster/02.png",
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"effect/blaster/03.png",
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"effect/blaster/04.png",
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]
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[sprite."particle::explosion::tiny"]
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[sprite."effect::explosion::tiny"]
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timing.fps = 15
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frames = [
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"particle/explosion-tiny/01.png",
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"particle/explosion-tiny/02.png",
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"particle/explosion-tiny/03.png",
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"particle/explosion-tiny/04.png",
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"particle/explosion-tiny/05.png",
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"particle/explosion-tiny/06.png",
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"effect/explosion-tiny/01.png",
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"effect/explosion-tiny/02.png",
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"effect/explosion-tiny/03.png",
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"effect/explosion-tiny/04.png",
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"effect/explosion-tiny/05.png",
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"effect/explosion-tiny/06.png",
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]
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[sprite."particle::explosion::small"]
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[sprite."effect::explosion::small"]
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timing.fps = 15
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frames = [
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"particle/explosion-small/01.png",
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"particle/explosion-small/02.png",
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"particle/explosion-small/03.png",
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"particle/explosion-small/04.png",
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"particle/explosion-small/05.png",
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"particle/explosion-small/06.png",
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"particle/explosion-small/07.png",
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"effect/explosion-small/01.png",
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"effect/explosion-small/02.png",
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"effect/explosion-small/03.png",
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"effect/explosion-small/04.png",
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"effect/explosion-small/05.png",
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"effect/explosion-small/06.png",
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"effect/explosion-small/07.png",
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]
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[sprite."particle::explosion::medium"]
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[sprite."effect::explosion::medium"]
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timing.fps = 15
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frames = [
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"particle/explosion-medium/01.png",
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"particle/explosion-medium/02.png",
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"particle/explosion-medium/03.png",
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"particle/explosion-medium/04.png",
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"particle/explosion-medium/05.png",
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"particle/explosion-medium/06.png",
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"particle/explosion-medium/07.png",
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"particle/explosion-medium/08.png",
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"effect/explosion-medium/01.png",
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"effect/explosion-medium/02.png",
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"effect/explosion-medium/03.png",
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"effect/explosion-medium/04.png",
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"effect/explosion-medium/05.png",
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"effect/explosion-medium/06.png",
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"effect/explosion-medium/07.png",
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"effect/explosion-medium/08.png",
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]
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[sprite."particle::explosion::large"]
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[sprite."effect::explosion::large"]
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timing.fps = 15
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frames = [
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"particle/explosion-large/01.png",
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"particle/explosion-large/02.png",
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"particle/explosion-large/03.png",
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"particle/explosion-large/04.png",
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"particle/explosion-large/05.png",
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"particle/explosion-large/06.png",
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"particle/explosion-large/07.png",
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"particle/explosion-large/08.png",
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"particle/explosion-large/09.png",
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"effect/explosion-large/01.png",
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"effect/explosion-large/02.png",
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"effect/explosion-large/03.png",
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"effect/explosion-large/04.png",
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"effect/explosion-large/05.png",
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"effect/explosion-large/06.png",
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"effect/explosion-large/07.png",
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"effect/explosion-large/08.png",
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"effect/explosion-large/09.png",
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]
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[sprite."particle::explosion::huge"]
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[sprite."effect::explosion::huge"]
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timing.fps = 15
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frames = [
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"particle/explosion-huge/01.png",
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"particle/explosion-huge/02.png",
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"particle/explosion-huge/03.png",
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"particle/explosion-huge/04.png",
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"particle/explosion-huge/05.png",
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"particle/explosion-huge/06.png",
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"particle/explosion-huge/07.png",
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"particle/explosion-huge/08.png",
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"particle/explosion-huge/09.png",
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"particle/explosion-huge/10.png",
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"effect/explosion-huge/01.png",
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"effect/explosion-huge/02.png",
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"effect/explosion-huge/03.png",
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"effect/explosion-huge/04.png",
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"effect/explosion-huge/05.png",
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"effect/explosion-huge/06.png",
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"effect/explosion-huge/07.png",
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"effect/explosion-huge/08.png",
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"effect/explosion-huge/09.png",
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"effect/explosion-huge/10.png",
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]
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[sprite."particle::spark::blue"]
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[sprite."effect::spark::blue"]
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timing.duration = 0.3
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top = "reverse"
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bot = "reverse"
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frames = [
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"particle/spark-blue/01.png",
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"particle/spark-blue/02.png",
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"particle/spark-blue/03.png",
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"particle/spark-blue/04.png",
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"particle/spark-blue/05.png",
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"effect/spark-blue/01.png",
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"effect/spark-blue/02.png",
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"effect/spark-blue/03.png",
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"effect/spark-blue/04.png",
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"effect/spark-blue/05.png",
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]
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[sprite."particle::spark::yellow"]
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[sprite."effect::spark::yellow"]
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timing.duration = 0.3
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timing.rng = 0.2
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frames = [
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"particle/spark-yellow/01.png",
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"particle/spark-yellow/02.png",
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"particle/spark-yellow/03.png",
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"particle/spark-yellow/04.png",
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"particle/spark-yellow/05.png",
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"effect/spark-yellow/01.png",
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"effect/spark-yellow/02.png",
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"effect/spark-yellow/03.png",
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"effect/spark-yellow/04.png",
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"effect/spark-yellow/05.png",
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]
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[sprite."particle::spark::red"]
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[sprite."effect::spark::red"]
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timing.duration = 0.3
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timing.rng = 0.2
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frames = [
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"particle/spark-red/01.png",
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"particle/spark-red/02.png",
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"particle/spark-red/03.png",
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"effect/spark-red/01.png",
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"effect/spark-red/02.png",
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"effect/spark-red/03.png",
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]
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@ -124,46 +124,46 @@ pub(crate) mod syntax {
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}
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}
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/// The particle a projectile will spawn when it hits something
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/// The effect a projectile will spawn when it hits something
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#[derive(Debug, Clone)]
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pub struct Effect {
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/// This effect's handle
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pub handle: EffectHandle,
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/// The sprite to use for this particle.
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/// The sprite to use for this effect.
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pub sprite: SpriteHandle,
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/// The height of this particle, in game units.
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/// The height of this effect, in game units.
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pub size: f32,
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/// Random size variation
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pub size_rng: f32,
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/// How many seconds this particle should live
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/// How many seconds this effect should live
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pub lifetime: f32,
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/// Random lifetime variation
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pub lifetime_rng: f32,
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/// The angle this particle points once spawned, in radians
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/// The angle this effect points once spawned, in radians
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pub angle: f32,
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/// Random angle variation, in radians
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pub angle_rng: f32,
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/// How fast this particle spins, in radians/sec
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/// How fast this effect spins, in radians/sec
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pub angvel: f32,
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/// Random angvel variation
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pub angvel_rng: f32,
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/// The amount of this particle's parent's velocity to inherit
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/// The amount of this effect's parent's velocity to inherit
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pub velocity_scale_parent: f32,
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/// Parent velocity random variation
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pub velocity_scale_parent_rng: f32,
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/// The amount of this particle's parent's target velocity to inherit.
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/// The amount of this effect's parent's target velocity to inherit.
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/// If there is no target, this is zero.
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pub velocity_scale_target: f32,
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@ -229,10 +229,10 @@ pub struct Projectile {
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/// The angle variation of this projectile, in radians
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pub angle_rng: f32,
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/// The particle this projectile will spawn when it hits something
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/// The effect this projectile will spawn when it hits something
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pub impact_effect: Option<EffectHandle>,
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/// The particle this projectile will spawn when it expires
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/// The effect this projectile will spawn when it expires
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pub expire_effect: Option<EffectHandle>,
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/// Collider parameters for this projectile
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@ -403,7 +403,7 @@ impl crate::Build for Ship {
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// We apply this pointwise so that local points inside the collider work as we expect.
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//
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// If we don't, rapier2 will compute local points pre-rotation,
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// which will break particle placement on top of ships (i.e, collapse effects)
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// which will break effect placement on top of ships (i.e, collapse effects)
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Rotation2::new(to_radians(-90.0))
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* Point2::new(x[0] * (size / 2.0) * aspect, x[1] * size / 2.0)
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})
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@ -9,7 +9,7 @@ use std::time::Instant;
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pub struct Game {
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// Core game data
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ct: Content,
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systemsim: PhysSim,
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phys_sim: PhysSim,
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timing: Timing,
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start_instant: Instant,
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@ -22,7 +22,7 @@ unsafe impl<'a> Send for Game {}
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impl<'a> Game {
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pub fn make_player(&mut self) -> PhysSimShipHandle {
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let player = self.systemsim.add_ship(
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let player = self.phys_sim.add_ship(
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&self.ct,
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ShipHandle { index: 0 },
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FactionHandle { index: 0 },
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@ -30,7 +30,7 @@ impl<'a> Game {
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Point2::new(0.0, 4000.0),
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);
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let s = self.systemsim.get_ship_mut(&player).unwrap();
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let s = self.phys_sim.get_ship_mut(&player).unwrap();
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s.add_outfits(
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&self.ct,
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[
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@ -44,9 +44,9 @@ impl<'a> Game {
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}
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pub fn new(ct: Content) -> Self {
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let mut systemsim = PhysSim::new(&ct, SystemHandle { index: 0 });
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let mut phys_sim = PhysSim::new(&ct, SystemHandle { index: 0 });
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let a = systemsim.add_ship(
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let a = phys_sim.add_ship(
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&ct,
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ShipHandle { index: 0 },
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FactionHandle { index: 1 },
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@ -54,7 +54,7 @@ impl<'a> Game {
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Point2::new(1000.0, 0.0),
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);
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let s = systemsim.get_ship_mut(&a).unwrap();
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let s = phys_sim.get_ship_mut(&a).unwrap();
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s.add_outfits(
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&ct,
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[
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@ -64,7 +64,7 @@ impl<'a> Game {
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],
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);
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let a = systemsim.add_ship(
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let a = phys_sim.add_ship(
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&ct,
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ShipHandle { index: 0 },
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FactionHandle { index: 0 },
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@ -72,7 +72,7 @@ impl<'a> Game {
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Point2::new(200.0, 2000.0),
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);
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let s = systemsim.get_ship_mut(&a).unwrap();
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let s = phys_sim.get_ship_mut(&a).unwrap();
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s.add_outfits(
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&ct,
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[
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@ -84,7 +84,7 @@ impl<'a> Game {
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Game {
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ct,
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systemsim,
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phys_sim,
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timing: Timing::new(),
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start_instant: Instant::now(),
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last_update: Instant::now(),
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@ -93,12 +93,12 @@ impl<'a> Game {
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}
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pub fn update_player_controls(&mut self, player: &mut PlayerAgent) {
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self.systemsim.update_player_controls(&self.ct, player)
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self.phys_sim.update_player_controls(&self.ct, player)
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}
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pub fn step(&mut self, phys_img: &PhysImage) {
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self.timing.start_frame();
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self.systemsim.step(
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self.phys_sim.step(
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PhysStepResources {
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ct: &self.ct,
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t: self.last_update.elapsed().as_secs_f32() * self.time_scale,
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@ -112,7 +112,7 @@ impl<'a> Game {
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}
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pub fn update_image(&self, phys_img: &mut PhysImage) {
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self.systemsim.update_image(phys_img);
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self.phys_sim.update_image(phys_img);
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}
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}
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@ -4,6 +4,7 @@ struct InstanceInput {
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@location(2) texture_index: vec2<u32>,
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@location(3) texture_fade: f32,
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@location(4) object_index: u32,
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@location(5) color: vec4<f32>,
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};
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struct VertexInput {
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@ -18,6 +19,7 @@ struct VertexOutput {
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@location(2) texture_coords_a: vec2<f32>,
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@location(3) texture_index_b: u32,
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@location(4) texture_coords_b: vec2<f32>,
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@location(5) color: vec4<f32>,
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};
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@ -137,8 +139,7 @@ fn vertex_main(
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);
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}
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out.color = instance.color;
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out.tween = instance.texture_fade;
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// Texture 0 is special, it's the empty texture
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@ -212,7 +213,7 @@ fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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texture_a,
|
||||
texture_b,
|
||||
in.tween
|
||||
);
|
||||
) * in.color;
|
||||
|
||||
|
||||
return color;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
//! GPUState routines for drawing items in a systemsim
|
||||
//! GPUState routines for drawing objects in a system
|
||||
|
||||
use bytemuck;
|
||||
use galactica_system::data::ShipState;
|
||||
|
@ -88,6 +88,7 @@ impl GPUState {
|
|||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
|
||||
if {
|
||||
|
@ -127,6 +128,7 @@ impl GPUState {
|
|||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: self.state.get_object_counter() as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -189,6 +191,7 @@ impl GPUState {
|
|||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -246,6 +249,7 @@ impl GPUState {
|
|||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -310,6 +314,7 @@ impl GPUState {
|
|||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, p.get_fade()],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -95,6 +95,11 @@ pub struct ObjectInstance {
|
|||
|
||||
/// Which object this instance is for
|
||||
pub object_index: u32,
|
||||
|
||||
/// This lets us color sprites dynamically:
|
||||
/// Each fragment's color is multiplied by this value.
|
||||
/// Fill this array with ones if no recoloring should be done.
|
||||
pub color: [f32; 4],
|
||||
}
|
||||
|
||||
impl BufferObject for ObjectInstance {
|
||||
|
@ -124,6 +129,12 @@ impl BufferObject for ObjectInstance {
|
|||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
// Color
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,23 +5,23 @@ use rapier2d::dynamics::{RigidBodyBuilder, RigidBodyHandle, RigidBodyType};
|
|||
|
||||
use crate::phys::{PhysStepResources, PhysWrapper};
|
||||
|
||||
/// Instructions to create a new particle
|
||||
/// A single instance of an effect
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct PhysEffect {
|
||||
/// The sprite to use for this particle
|
||||
/// The sprite to use for this effect
|
||||
pub anim: SpriteAutomaton,
|
||||
|
||||
/// This particle's velocity, in world coordinates
|
||||
/// This effect's velocity, in world coordinates
|
||||
pub rigid_body: RigidBodyHandle,
|
||||
|
||||
/// This particle's lifetime, in seconds
|
||||
/// This effect's lifetime, in seconds
|
||||
lifetime: f32,
|
||||
|
||||
/// The size of this particle,
|
||||
/// The size of this effect,
|
||||
/// given as height in world units.
|
||||
pub size: f32,
|
||||
|
||||
/// Fade this particle over this many seconds as it expires
|
||||
/// Fade this effect over this many seconds as it expires
|
||||
pub fade: f32,
|
||||
|
||||
/// If true, this effect has been destroyed,
|
||||
|
@ -30,7 +30,7 @@ pub struct PhysEffect {
|
|||
}
|
||||
|
||||
impl PhysEffect {
|
||||
/// Create a new particle inside `Wrapper`
|
||||
/// Create a new effect inside `Wrapper`
|
||||
pub fn new(
|
||||
ct: &Content,
|
||||
wrapper: &mut PhysWrapper,
|
||||
|
@ -104,4 +104,9 @@ impl PhysEffect {
|
|||
pub fn is_destroyed(&self) -> bool {
|
||||
self.is_destroyed
|
||||
}
|
||||
|
||||
/// The remaining lifetime of this effect, in seconds
|
||||
pub fn remaining_lifetime(&self) -> f32 {
|
||||
self.lifetime
|
||||
}
|
||||
}
|
||||
|
|
|
@ -69,7 +69,7 @@ impl ShipCollapseSequence {
|
|||
// The fraction of this collapse sequence that has been played
|
||||
let frac_done = self.elapsed / self.total_length;
|
||||
|
||||
// TODO: slight random offset for event particles
|
||||
// TODO: slight random offset for event effects
|
||||
|
||||
// Trigger collapse events
|
||||
for event in &ship_content.collapse.events {
|
||||
|
@ -109,7 +109,7 @@ impl ShipCollapseSequence {
|
|||
|
||||
// Create collapse effects
|
||||
for spawner in &ship_content.collapse.effects {
|
||||
// Probability of adding a particle this frame.
|
||||
// Probability of adding an effect instance this frame.
|
||||
// The area of this function over [0, 1] should be 1.
|
||||
let pdf = |x: f32| {
|
||||
let f = 0.2;
|
||||
|
|
|
@ -416,7 +416,7 @@ impl PhysShip {
|
|||
}
|
||||
}
|
||||
|
||||
/// Spawn this frame's particles
|
||||
/// Spawn this frame's effects
|
||||
fn step_effects(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
|
|
|
@ -93,3 +93,12 @@ pub struct PhysEffectImage {
|
|||
/// The effect's rigidbody
|
||||
pub rigidbody: RigidBody,
|
||||
}
|
||||
|
||||
impl PhysEffectImage {
|
||||
/// Get this effect's fade value
|
||||
pub fn get_fade(&self) -> f32 {
|
||||
let f = self.effect.fade;
|
||||
let l = self.effect.remaining_lifetime();
|
||||
return 1f32.min(l / f);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -365,8 +365,8 @@ impl PhysSim {
|
|||
self.projectiles.values()
|
||||
}
|
||||
|
||||
/// Iterate over all particles in this physics system
|
||||
pub fn iter_particles(&self) -> impl Iterator<Item = &PhysEffect> + '_ {
|
||||
/// Iterate over all effects in this physics system
|
||||
pub fn iter_effects(&self) -> impl Iterator<Item = &PhysEffect> + '_ {
|
||||
self.effects.iter()
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue