added explosion fx (sound and particles)
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parent
de3a64551d
commit
a54a06c799
@ -21,11 +21,11 @@ void main() {
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sum += texture2D(u_texture, texcoord + vec2(j, i)*0.004) * 0.25;
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sum += texture2D(u_texture, texcoord + vec2(j, i)*0.004) * 0.25;
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}
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}
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}
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}
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if (texture2D(u_texture, texcoord).r < 0.3) {
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if (texture2D(u_texture, texcoord).r * vColor.r < 0.3) {
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gl_FragColor = vec4(sum * sum * 0.012 + texture2D(u_texture, texcoord))
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gl_FragColor = vec4(sum * sum * 0.012 + texture2D(u_texture, texcoord))
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* vColor;
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* vColor;
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} else {
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} else {
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if (texture2D(u_texture, texcoord).r < 0.5) {
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if (texture2D(u_texture, texcoord).r * vColor.r < 0.5) {
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gl_FragColor = vec4(
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gl_FragColor = vec4(
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sum * sum * 0.009 + texture2D(u_texture, texcoord))
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sum * sum * 0.009 + texture2D(u_texture, texcoord))
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* vColor;
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* vColor;
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@ -4,10 +4,14 @@ import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Preferences;
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import com.badlogic.gdx.Preferences;
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import com.badlogic.gdx.assets.AssetManager;
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import com.badlogic.gdx.assets.AssetManager;
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import com.badlogic.gdx.audio.Sound;
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import com.badlogic.gdx.audio.Sound;
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import com.badlogic.gdx.graphics.g2d.Batch;
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import com.badlogic.gdx.graphics.g2d.ParticleEffect;
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import com.badlogic.gdx.graphics.g2d.ParticleEffect;
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import com.badlogic.gdx.graphics.g2d.ParticleEffectPool;
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import com.badlogic.gdx.graphics.g2d.ParticleEffectPool;
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import com.badlogic.gdx.graphics.g2d.ParticleEffectPool.PooledEffect;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Array;
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import zero1hd.polyjet.Polyjet;
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public class CollisionDetector {
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public class CollisionDetector {
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Array<Entity> firstGroup;
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Array<Entity> firstGroup;
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Array<Entity> secondGroup;
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Array<Entity> secondGroup;
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@ -16,6 +20,8 @@ public class CollisionDetector {
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Preferences prefs;
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Preferences prefs;
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//Particle pools;
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//Particle pools;
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ParticleEffectPool explosionEffectPool;
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ParticleEffectPool explosionEffectPool;
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Array<PooledEffect> effects = new Array<>();
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Sound explosionSFX;
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Sound explosionSFX;
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public CollisionDetector(Array<Entity> firstGroup, Array<Entity> secondGroup, AssetManager assetManager, Preferences prefs) {
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public CollisionDetector(Array<Entity> firstGroup, Array<Entity> secondGroup, AssetManager assetManager, Preferences prefs) {
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this.firstGroup = firstGroup;
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this.firstGroup = firstGroup;
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@ -37,6 +43,17 @@ public class CollisionDetector {
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if (fe.getHitZone().overlaps(se.getHitZone())) {
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if (fe.getHitZone().overlaps(se.getHitZone())) {
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Gdx.app.debug("Collision Detector", "Collision between entities: " + fe.getEntityType() + " and " + se.getEntityType());
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Gdx.app.debug("Collision Detector", "Collision between entities: " + fe.getEntityType() + " and " + se.getEntityType());
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//Play FX;
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if (fe.playCollideSFX()) {
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explosionSFX.play(prefs.getFloat("fx vol"), 1f, (fe.getX()/Polyjet.GAME_AREA_WIDTH)-0.55f);
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}
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if (fe.playCollidePFX()) {
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PooledEffect currentPFX;
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currentPFX = explosionEffectPool.obtain();
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currentPFX.setPosition(fe.getX() + fe.getWidth()/2f, fe.getY() + fe.getHeight()/2f);
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effects.add(currentPFX);
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}
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fe.collided(se);
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fe.collided(se);
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se.collided(fe);
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se.collided(fe);
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break;
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break;
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@ -45,4 +62,27 @@ public class CollisionDetector {
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}
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}
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}
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}
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}
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}
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/**
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* draws the explosion particles where necessecary.
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* @param batch the batch used to draw the said particles
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* @param cleanBatch whether this method should call begin and end on the batch.
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*/
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public void renderParticles(Batch batch, float delta, boolean cleanBatch) {
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if (cleanBatch) {
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batch.begin();
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}
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for (int i = 0; i < effects.size; i++) {
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effects.get(i).draw(batch, delta);
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if (effects.get(i).isComplete()) {
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effects.get(i).free();
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effects.removeIndex(i);
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}
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}
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if (cleanBatch) {
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batch.end();
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}
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}
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}
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}
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@ -4,6 +4,8 @@ import com.badlogic.gdx.math.Rectangle;
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import com.badlogic.gdx.scenes.scene2d.Actor;
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import com.badlogic.gdx.scenes.scene2d.Actor;
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public abstract class Entity extends Actor {
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public abstract class Entity extends Actor {
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/**
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/**
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* Called whenever a collision is detected
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* Called whenever a collision is detected
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* @param entity is the entity that hit this one.
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* @param entity is the entity that hit this one.
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@ -28,4 +30,11 @@ public abstract class Entity extends Actor {
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*/
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*/
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public abstract boolean isDead();
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public abstract boolean isDead();
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public boolean playCollidePFX() {
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return true;
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}
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public boolean playCollideSFX() {
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return true;
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}
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}
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}
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@ -132,4 +132,14 @@ public class VoidCircle extends Entity implements Poolable {
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public boolean isDead() {
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public boolean isDead() {
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return done;
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return done;
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}
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}
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@Override
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public boolean playCollidePFX() {
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return false;
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}
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@Override
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public boolean playCollideSFX() {
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return false;
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}
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}
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}
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@ -77,11 +77,16 @@ public class GamePlayArea extends Stage {
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if (glowShader.getLog().length()!=0) {
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if (glowShader.getLog().length()!=0) {
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System.out.println(glowShader.getLog());
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System.out.println(glowShader.getLog());
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}
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}
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// blurTarget = new FrameBuffer(Format.RGBA8888, Gdx.graphics.getHeight()/Polyjet.GAME_AREA_HEIGHT, Polyjet.GAME_AREA_WIDTH*Gdx.graphics.getHeight()/Polyjet.GAME_AREA_HEIGHT, false);
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// blurTarget = new FrameBuffer(Format.RGBA8888, Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT, false);
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if (Gdx.graphics.getWidth() < 1024) {
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fboSize = 1024;
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} else if (Gdx.graphics.getWidth() < 2048) {
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fboSize = 2048;
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} else {
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fboSize = 4096;
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fboSize = 4096;
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}
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blurTarget = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
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blurTarget = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
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// blurTarget = new FrameBuffer(Format.RGBA8888, (int) getCamera().viewportWidth, (int) getCamera().viewportHeight, false);
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fboRegion = new TextureRegion(blurTarget.getColorBufferTexture());
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fboRegion = new TextureRegion(blurTarget.getColorBufferTexture());
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fboRegion.flip(false, true);
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fboRegion.flip(false, true);
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@ -131,6 +136,7 @@ public class GamePlayArea extends Stage {
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getBatch().setBlendFunction(-1, -1);
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getBatch().setBlendFunction(-1, -1);
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Gdx.gl20.glBlendFuncSeparate(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA,GL20.GL_ONE, GL20.GL_DST_ALPHA);
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Gdx.gl20.glBlendFuncSeparate(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA,GL20.GL_ONE, GL20.GL_DST_ALPHA);
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super.draw();
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super.draw();
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collisionDetector.renderParticles(getBatch(), Gdx.graphics.getDeltaTime(), true);
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blurTarget.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
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blurTarget.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
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getBatch().setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
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getBatch().setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
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