v0.7.1: added a partial turn indicator to the game scene

This commit is contained in:
Evan Debenham 2018-12-15 17:48:46 -05:00 committed by Evan Debenham
parent 5c77c0feee
commit 680f841845
3 changed files with 205 additions and 0 deletions

View File

@ -124,6 +124,10 @@ public abstract class Actor implements Bundlable {
private static float now = 0;
public static float now(){
return now;
}
public static synchronized void clear() {
now = 0;

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@ -0,0 +1,192 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2018 Evan Debenham
*
* 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;
import com.watabou.gltextures.SmartTexture;
import com.watabou.gltextures.TextureCache;
import com.watabou.glwrap.Blending;
import com.watabou.noosa.Game;
import com.watabou.noosa.Group;
import com.watabou.noosa.NoosaScript;
import com.watabou.noosa.Visual;
import com.watabou.utils.PointF;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
public class CircleArc extends Visual {
private float duration = 0;
private float lifespan;
//1f is an entire 360 degree sweep
private float sweep;
private boolean dirty;
private boolean lightMode = true;
private SmartTexture texture;
private FloatBuffer vertices;
private ShortBuffer indices;
private int nTris;
private float rad;
//more triangles means a more precise visual
public CircleArc( int triangles, float radius ) {
super( 0, 0, 0, 0 );
int gradient[] = {0xFFFFFFFF, 0xFFFFFFFF};
texture = TextureCache.createGradient( gradient );
this.nTris = triangles;
this.rad = radius;
vertices = ByteBuffer.
allocateDirect( (nTris * 2 + 1) * 4 * (Float.SIZE / 8) ).
order( ByteOrder.nativeOrder() ).
asFloatBuffer();
indices = ByteBuffer.
allocateDirect( nTris * 3 * Short.SIZE / 8 ).
order( ByteOrder.nativeOrder() ).
asShortBuffer();
sweep = 1f;
updateTriangles();
}
public CircleArc color( int color, boolean lightMode ) {
this.lightMode = lightMode;
hardlight( color );
return this;
}
public CircleArc show( Visual visual, float duration ) {
point( visual.center() );
visual.parent.addToBack( this );
lifespan = this.duration = duration;
return this;
}
public CircleArc show(Group parent, PointF pos, float duration ) {
point( pos );
parent.add( this );
lifespan = this.duration = duration;
return this;
}
public void setSweep( float sweep ){
this.sweep = sweep;
dirty = true;
}
private void updateTriangles(){
dirty = false;
float v[] = new float[4];
indices.position( 0 );
vertices.position( 0 );
v[0] = 0;
v[1] = 0;
v[2] = 0.25f;
v[3] = 0;
vertices.put( v );
v[2] = 0.75f;
v[3] = 0;
//starting position is very top by default, use angle to adjust this.
double start = 2 * (Math.PI - Math.PI*sweep) - Math.PI/2.0;
for (int i = 0; i < nTris; i++) {
double a = start + i * Math.PI * 2 / nTris * sweep;
v[0] = (float)Math.cos( a ) * rad;
v[1] = (float)Math.sin( a ) * rad;
vertices.put( v );
a += 3.1415926f * 2 / nTris * sweep;
v[0] = (float)Math.cos( a ) * rad;
v[1] = (float)Math.sin( a ) * rad;
vertices.put( v );
indices.put( (short)0 );
indices.put( (short)(1 + i * 2) );
indices.put( (short)(2 + i * 2) );
}
indices.position( 0 );
}
@Override
public void update() {
super.update();
if (duration > 0) {
if ((lifespan -= Game.elapsed) > 0) {
sweep = lifespan/duration;
dirty = true;
} else {
killAndErase();
}
}
}
@Override
public void draw() {
super.draw();
if (dirty) {
updateTriangles();
}
if (lightMode) Blending.setLightMode();
NoosaScript script = NoosaScript.get();
texture.bind();
script.uModel.valueM4( matrix );
script.lighting(
rm, gm, bm, am,
ra, ga, ba, aa );
script.camera( camera );
script.drawElements( vertices, indices, nTris * 3 );
if (lightMode) Blending.setNormalMode();
}
}

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@ -32,6 +32,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.effects.BannerSprites;
import com.shatteredpixel.shatteredpixeldungeon.effects.BlobEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.CircleArc;
import com.shatteredpixel.shatteredpixeldungeon.effects.EmoIcon;
import com.shatteredpixel.shatteredpixeldungeon.effects.Flare;
import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText;
@ -130,6 +131,7 @@ public class GameScene extends PixelScene {
private GameLog log;
private BusyIndicator busy;
private CircleArc counter;
private static CellSelector cellSelector;
@ -334,6 +336,11 @@ public class GameScene extends PixelScene {
busy.y = pane.bottom() + 1;
add( busy );
counter = new CircleArc(18, 4);
counter.color( 0xCCCCCC, true );
counter.camera = uiCamera;
counter.show(this, busy.center(), 0f);
switch (InterlevelScene.mode) {
case RESURRECT:
ScrollOfTeleportation.appear( Dungeon.hero, Dungeon.level.entrance );
@ -516,6 +523,8 @@ public class GameScene extends PixelScene {
}
}
counter.setSweep((1f - Actor.now()%1f)%1f);
if (Dungeon.hero.ready && Dungeon.hero.paralysed == 0) {
log.newLine();
}