package net.fourbytes.shadow.particles;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import net.fourbytes.shadow.Images;
import net.fourbytes.shadow.Particle;
import net.fourbytes.shadow.ParticleType;
import net.fourbytes.shadow.Shadow;
public class RainParticle extends ParticleType {
public RainParticle() {
}
@Override
public void create(Particle particle, Color color, float size, float time) {
size = 0.0625f + 0.05f*Shadow.rand.nextFloat();
particle.setSize(size, size);
particle.objgravity = 0.5f*(4f*size);
particle.slowdown = 0.3f;
//particle.solid = true;
particle.time = 10f;
particle.spawntime = particle.time;
Color c;
if (particle.baseColors[particle.imgIDs[0]] == null) {
c = particle.baseColors[particle.imgIDs[0]] = new Color();
} else {
c = particle.baseColors[particle.imgIDs[0]];
}
c.set(0f, 0.225f + 0.2f*Shadow.rand.nextFloat(), 0.4f + 0.5f*Shadow.rand.nextFloat(), 0.25f + 0.75f*Shadow.rand.nextFloat());
//c.mul(0.4f);
//c.a = 1f;
}
@Override
public TextureRegion getTexture(Particle particle, int id) {
return Images.getTextureRegion("white");
}
@Override
public void tick(Particle particle) {
super.tick(particle);
if (particle.time == particle.spawntime-1) {
particle.movement.add(0f, Shadow.rand.nextFloat() * particle.rec.height * 3f);
}
}
}