-
Notifications
You must be signed in to change notification settings - Fork 127
Expand file tree
/
Copy pathAsteroid.java
More file actions
240 lines (212 loc) · 8.16 KB
/
Copy pathAsteroid.java
File metadata and controls
240 lines (212 loc) · 8.16 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
/*
* Copyright 2018 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.destinationsol.game.asteroid;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import org.destinationsol.assets.sound.SpecialSounds;
import org.destinationsol.common.SolMath;
import org.destinationsol.common.SolRandom;
import org.destinationsol.game.DmgType;
import org.destinationsol.game.FarObject;
import org.destinationsol.game.RemoveController;
import org.destinationsol.game.SolGame;
import org.destinationsol.game.SolObject;
import org.destinationsol.game.drawables.Drawable;
import org.destinationsol.game.item.Loot;
import org.destinationsol.game.item.MoneyItem;
import org.destinationsol.game.item.SolItem;
import org.destinationsol.game.particle.DSParticleEmitter;
import org.destinationsol.game.planet.Planet;
import org.destinationsol.game.planet.TileObject;
import java.util.ArrayList;
import java.util.List;
public class Asteroid implements SolObject {
private static final float MIN_SPLIT_SZ = .25f;
private static final float MIN_BURN_SZ = .3f;
private static final float SZ_TO_LIFE = 20f;
private static final float SPD_TO_ATM_DMG = SZ_TO_LIFE * .11f;
private static final float MAX_SPLIT_SPD = 1f;
private static final float DUR = .5f;
private final Body body;
private final Vector2 position;
private final Vector2 velocity;
private final ArrayList<Drawable> drawables;
private final TextureAtlas.AtlasRegion texture;
private final RemoveController removeController;
private final DSParticleEmitter smokeSource;
private final DSParticleEmitter fireSource;
private final float mass;
private float angle;
private float life;
private float size;
Asteroid(SolGame game, TextureAtlas.AtlasRegion tex, Body body, float size, RemoveController removeController, ArrayList<Drawable> drawables) {
texture = tex;
this.removeController = removeController;
this.drawables = drawables;
this.body = body;
this.size = size;
life = SZ_TO_LIFE * size;
position = new Vector2();
velocity = new Vector2();
mass = body.getMass();
setParamsFromBody();
List<DSParticleEmitter> effects = game.getSpecialEffects().buildBodyEffs(size / 2, game, position, velocity);
smokeSource = effects.get(0);
fireSource = effects.get(1);
this.drawables.addAll(smokeSource.getDrawables());
this.drawables.addAll(fireSource.getDrawables());
}
@Override
public Vector2 getPosition() {
return position;
}
@Override
public FarObject toFarObject() {
float rotationSpeed = body.getAngularVelocity();
return new FarAsteroid(texture, position, angle, removeController, size, velocity, rotationSpeed);
}
@Override
public List<Drawable> getDrawables() {
return drawables;
}
@Override
public float getAngle() {
return angle;
}
@Override
public Vector2 getVelocity() {
return velocity;
}
@Override
public void handleContact(SolObject other, float absImpulse, SolGame game, Vector2 collPos) {
float dmg;
if (other instanceof TileObject && MIN_BURN_SZ < size) {
dmg = life;
} else {
dmg = absImpulse / mass / DUR;
}
receiveDmg(dmg, game, collPos, DmgType.CRASH, null);
}
@Override
public String toDebugString() {
return "Asteroid size: " + size;
}
@Override
public Boolean isMetal() {
return false;
}
@Override
public boolean hasBody() {
return true;
}
@Override
public void update(SolGame game) {
boolean burning = updateInAtm(game);
smokeSource.setWorking(burning);
fireSource.setWorking(burning);
setParamsFromBody();
}
private boolean updateInAtm(SolGame game) {
Planet np = game.getPlanetManager().getNearestPlanet();
float dst = np.getPosition().dst(position);
if (np.getFullHeight() < dst) {
return false;
}
if (MIN_BURN_SZ >= size) {
return false;
}
float dmg = body.getLinearVelocity().len() * SPD_TO_ATM_DMG * game.getTimeStep();
receiveDmg(dmg, game, null, DmgType.FIRE, null);
return true;
}
private void setParamsFromBody() {
position.set(body.getPosition());
velocity.set(body.getLinearVelocity());
angle = body.getAngle() * MathUtils.radDeg;
}
@Override
public boolean shouldBeRemoved(SolGame game) {
return life <= 0 || removeController != null && removeController.shouldRemove(position);
}
@Override
public void onRemove(SolGame game) {
game.getPartMan().finish(game, smokeSource, position);
game.getPartMan().finish(game, fireSource, position);
body.getWorld().destroyBody(body);
if (life <= 0) {
game.getSpecialEffects().asteroidDust(game, position, velocity, size);
float vol = SolMath.clamp(size / .5f);
game.getSoundManager().play(game, game.getContext().get(SpecialSounds.class).asteroidCrack, null, this, vol);
maybeSplit(game);
}
}
private void maybeSplit(SolGame game) {
if (MIN_SPLIT_SZ > size) {
return;
}
float sclSum = 0;
while (sclSum < .7f * size * size) {
float velocityAngle = SolRandom.randomFloat(180);
Vector2 velocity = new Vector2();
SolMath.fromAl(velocity, velocityAngle, SolRandom.randomFloat(0, .5f) * MAX_SPLIT_SPD);
velocity.add(velocity);
Vector2 newPos = new Vector2();
SolMath.fromAl(newPos, velocityAngle, SolRandom.randomFloat(0, size / 2));
newPos.add(position);
float sz = size * SolRandom.randomFloat(.25f, .5f);
Asteroid a = game.getAsteroidBuilder().buildNew(game, newPos, velocity, sz, removeController);
game.getObjectManager().addObjDelayed(a);
sclSum += a.size * a.size;
}
float thrMoney = size * 40f * SolRandom.randomFloat(.3f, 1);
List<MoneyItem> moneyItems = game.getItemMan().moneyToItems(thrMoney);
for (MoneyItem mi : moneyItems) {
throwLoot(game, mi);
}
}
private void throwLoot(SolGame game, SolItem item) {
float velocityAngle = SolRandom.randomFloat(180);
Vector2 lootVelocity = new Vector2();
SolMath.fromAl(lootVelocity, velocityAngle, SolRandom.randomFloat(0, Loot.MAX_SPD));
lootVelocity.add(velocity);
Vector2 lootPosition = new Vector2();
SolMath.fromAl(lootPosition, velocityAngle, SolRandom.randomFloat(0, size / 2)); // calculate random offset inside asteroid
lootPosition.add(position); // add offset to asteroid's position
Loot l = game.getLootBuilder().build(game, lootPosition, item, lootVelocity, Loot.MAX_LIFE, SolRandom.randomFloat(Loot.MAX_ROT_SPD), null);
game.getObjectManager().addObjDelayed(l);
}
@Override
public void receiveDmg(float dmg, SolGame game, Vector2 position, DmgType dmgType, SolObject instigator) {
life -= dmg;
game.getContext().get(SpecialSounds.class).playHit(game, this, position, dmgType);
}
@Override
public boolean receivesGravity() {
return true;
}
@Override
public void receiveForce(Vector2 force, SolGame game, boolean acc) {
if (acc) {
force.scl(mass);
}
body.applyForceToCenter(force, true);
}
public float getLife() {
return life;
}
}