Completed basic effect functions (object oriented)
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4 changed files with 430 additions and 381 deletions
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The highly unfinished skeleton of an ambitious Roblox game.
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This is a Rojo project that uses Roblox-ts. You can compile it and play it yourself if you have Rojo and Roblox-ts installed. However, I cannot guarantee that it will actually work.
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(Remember to use `npm up` before attempting to edit or compile.)
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package-lock.json
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633
package-lock.json
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@ -1,77 +1,109 @@
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const TweenService = game.GetService("TweenService");
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type effectKeypoint = [number, Color3, Vector3, CFrame, number, Enum.EasingStyle?, Enum.EasingDirection?];
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type effect = [number, effectKeypoint[], MeshPart, number] // Time since last keypoint, effect keypoints, effect meshPart, effect priority
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export function meshPartEffect(
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effectFolder: Folder,
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export interface effectMaker {
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meshPartEffect: (
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meshPart: MeshPart,
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material: Enum.Material,
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effectKeypoints: effectKeypoint[],
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) {
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priority?: number,
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) => void;
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particleEffect: () => void;
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}
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export interface effectRunner {
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runEffects: (
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timeSinceLastFrame: number
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) => void;//(timeSinceLastFrame: number, effectsToRun: effect[]) => effect[]
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}
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interface effectHandler extends effectMaker, effectRunner {
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EFFECT_FOLDER: Folder;
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effectsToRun: effect[]
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}
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export function makeEffectHandler(effectFolder: Folder) {
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const effectHandler: effectHandler = {
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meshPartEffect: function(meshPart: MeshPart, material: Enum.Material, effectKeypoints: effectKeypoint[], priority?: number) {
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const effectMeshPart = meshPart.Clone();
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effectMeshPart.Material = material;
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effectMeshPart.Color = effectKeypoints[0][1];
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effectMeshPart.Size = effectKeypoints[0][2];
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effectMeshPart.CFrame = effectKeypoints[0][3];
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effectMeshPart.Transparency = effectKeypoints[0][4];
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let effectDuration = 0
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effectKeypoints.forEach(effectKeypoint => {
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effectDuration += effectKeypoint[0]
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});
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effectMeshPart.CastShadow = false;
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effectMeshPart.CanCollide = false;
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effectMeshPart.Anchored = true;
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effectMeshPart.Parent = effectFolder;
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effectKeypoints.remove(0);
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return [effectMeshPart, effectKeypoints, 0] as [MeshPart, effectKeypoint[], number];
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// Do the interpolation on one thread somehow
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}
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function particleEffect() {}
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/*
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function getLerpKeypoint(time: number, pastKeypoint: effectKeypoint, futureKeypoint: effectKeypoint) {
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let alpha = 0;
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if (pastKeypoint[5]) {
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alpha = TweenService.GetValue(time / futureKeypoint[0], pastKeypoint[5], Enum.EasingDirection.InOut);
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} else {
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alpha = time;
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}
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let new
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for (let i = 1; i < 5; i += 1) {
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effectMeshPart.Parent = this.EFFECT_FOLDER;
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// Insert the effect before the effect that will end after it
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const effectsToRun = this.effectsToRun
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for (let index = 0; index < effectsToRun.size(); index += 1) {
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const effectInArray = effectsToRun[index];
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let effectInArrayDuration = -effectInArray[0]
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effectInArray[1].forEach(effectKeypoint => {
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effectInArrayDuration += effectKeypoint[0]
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});
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if (effectInArrayDuration > effectDuration) {
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effectsToRun.insert(index, [0, effectKeypoints, effectMeshPart, priority || 0] as effect);
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break
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}
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}
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*/
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function runEffects(timeSinceLastFrame: number, effectsToRun: [MeshPart, effectKeypoint[], number][]) {
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effectsToRun.insert(effectsToRun.size(), [0, effectKeypoints, effectMeshPart, priority || 0] as effect);
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},
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particleEffect: function() {},
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runEffects: function(timeSinceLastFrame: number) {
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let effectsToRun = this.effectsToRun
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for (const effect of effectsToRun) {
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const meshPart = effect[0];
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const futureKeypoint = effect[1][1];
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const timeToNext = futureKeypoint[0];
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const timeSinceLastKeypoint = effect[2] + timeSinceLastFrame;
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if (timeSinceLastKeypoint >= timeToNext) {
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// Remove keypoint
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// Set effect[3] to 0
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// Delete effect if no keypoints left
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// Update the effect time
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let nextKeypoint = effect[1][1];
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let timeOfNextKeypoint = nextKeypoint[0];
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let timeSinceLastKeypoint = effect[0] + timeSinceLastFrame;
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while (timeSinceLastKeypoint >= timeOfNextKeypoint) {
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if (effect[1][2]) {
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timeSinceLastKeypoint -= timeOfNextKeypoint;
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effect[1].remove(0);
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nextKeypoint = effect[1][1];
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timeOfNextKeypoint = nextKeypoint[0];
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} else {
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effect[2] = timeSinceLastKeypoint;
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effect[2].Destroy()
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effectsToRun.remove(0)
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continue // Move on if this effect is done
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}
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const pastKeypoint = effect[1][0];
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const easingStyle = pastKeypoint[5];
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}
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effect[0] = timeSinceLastKeypoint;
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// Get the rest of the variables
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const currentKeypoint = effect[1][0];
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const easingStyle = currentKeypoint[5];
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const meshPart = effect[2];
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// Get the alpha
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let alpha = 0;
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if (easingStyle) {
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alpha = TweenService.GetValue(
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timeSinceLastKeypoint / timeToNext,
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timeSinceLastKeypoint / timeOfNextKeypoint,
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easingStyle,
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pastKeypoint[6] || Enum.EasingDirection.InOut,
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currentKeypoint[6] || Enum.EasingDirection.InOut,
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);
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} else {
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alpha = timeSinceLastKeypoint / timeToNext;
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alpha = timeSinceLastKeypoint / timeOfNextKeypoint;
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}
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// Alter the effect
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meshPart.Color = pastKeypoint[1].Lerp(futureKeypoint[1], alpha);
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meshPart.Position = pastKeypoint[2].Lerp(futureKeypoint[2], alpha);
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meshPart.CFrame = pastKeypoint[3].Lerp(futureKeypoint[3], alpha);
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meshPart.Transparency = pastKeypoint[4] + (futureKeypoint[4] - pastKeypoint[4]) * alpha;
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meshPart.Color = currentKeypoint[1].Lerp(nextKeypoint[1], alpha);
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meshPart.Position = currentKeypoint[2].Lerp(nextKeypoint[2], alpha);
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meshPart.CFrame = currentKeypoint[3].Lerp(nextKeypoint[3], alpha);
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meshPart.Transparency = currentKeypoint[4] + (nextKeypoint[4] - currentKeypoint[4]) * alpha;
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}
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//this = effectsToRun;
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},
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EFFECT_FOLDER: effectFolder,
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effectsToRun: [],
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}
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return effectHandler;
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}
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/*
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local function horseEffModule(o,typ,a1,a2,a3,a4,a5,a6,a7)
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// "init": The local script. This script doesn't have to account for any other players.
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const Players = game.GetService("Players");
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const UserInputService = game.GetService("UserInputService");
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const RunService = game.GetService("RunService");
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const Workspace = game.GetService("Workspace");
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import { bindToOutput, messageServer } from "./ClientMessenger";
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import { handleGuiInput, drawGui, closeGui } from "./GuiHandler";
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import { makeEffectHandler, effectRunner } from "./EffectMaker";
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const LOCALPLAYER = Players.LocalPlayer;
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const PLAYERGUI = LOCALPLAYER.WaitForChild("PlayerGui", 1) as PlayerGui;
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assert(
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// Action phase
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UserInputService.InputBegan.Connect(handleInput);
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bindToOutput(handleOutput);
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const effectRunners: effectRunner[] = [];
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// Put stuff in the effectRunners table
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RunService.RenderStepped.Connect(function(deltaTime) {
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effectRunners.forEach(effectRunner => {
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effectRunner.runEffects(deltaTime)
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});
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})
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