Magic_Ling_Pixel_Dungeon/src/com/shatteredpixel/shatteredpixeldungeon/effects/Ripple.java

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/*
* 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.shatteredpixel.shatteredpixeldungeon.effects;
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import com.watabou.noosa.Game;
import com.watabou.noosa.Image;
import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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public class Ripple extends Image {
private static final float TIME_TO_FADE = 0.5f;
private float time;
public Ripple() {
super( Effects.get( Effects.Type.RIPPLE ) );
}
public void reset( int p ) {
revive();
x = (p % Level.WIDTH) * DungeonTilemap.SIZE;
y = (p / Level.WIDTH) * DungeonTilemap.SIZE;
origin.set( width / 2, height / 2 );
scale.set( 0 );
time = TIME_TO_FADE;
}
@Override
public void update() {
super.update();
if ((time -= Game.elapsed) <= 0) {
kill();
} else {
float p = time / TIME_TO_FADE;
scale.set( 1 - p );
alpha( p );
}
}
}