Magic_Ling_Pixel_Dungeon/src/com/watabou/pixeldungeon/effects/Pushing.java

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2014-07-27 13:39:07 +00:00
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.pixeldungeon.effects;
import com.watabou.noosa.Game;
import com.watabou.noosa.Visual;
import com.watabou.pixeldungeon.actors.Actor;
import com.watabou.pixeldungeon.actors.Char;
import com.watabou.pixeldungeon.sprites.CharSprite;
import com.watabou.utils.PointF;
public class Pushing extends Actor {
private CharSprite sprite;
private int from;
private int to;
private Effect effect;
public Pushing( Char ch, int from, int to ) {
sprite = ch.sprite;
this.from = from;
this.to = to;
}
@Override
protected boolean act() {
if (sprite != null) {
if (effect == null) {
new Effect();
}
return false;
} else {
Actor.remove( Pushing.this );
return true;
}
}
public class Effect extends Visual {
private static final float DELAY = 0.15f;
private PointF end;
private float delay;
public Effect() {
super( 0, 0, 0, 0 );
point( sprite.worldToCamera( from ) );
end = sprite.worldToCamera( to );
speed.set( 2 * (end.x - x) / DELAY, 2 * (end.y - y) / DELAY );
acc.set( -speed.x / DELAY, -speed.y / DELAY );
delay = 0;
sprite.parent.add( this );
}
@Override
public void update() {
super.update();
if ((delay += Game.elapsed) < DELAY) {
sprite.x = x;
sprite.y = y;
} else {
sprite.point( end );
killAndErase();
Actor.remove( Pushing.this );
next();
}
}
}
}