/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2015 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 */ package com.shatteredpixel.shatteredpixeldungeon.effects; import javax.microedition.khronos.opengles.GL10; import android.opengl.GLES20; import com.watabou.noosa.Game; import com.watabou.noosa.Image; import com.watabou.noosa.audio.Sample; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.watabou.utils.PointF; public class Beam extends Image { private static final double A = 180 / Math.PI; private float duration; private float timeLeft; private Beam(PointF s, PointF e, Effects.Type asset, float duration) { super( Effects.get( asset ) ); origin.set( 0, height / 2 ); x = s.x - origin.x; y = s.y - origin.y; float dx = e.x - s.x; float dy = e.y - s.y; angle = (float)(Math.atan2( dy, dx ) * A); scale.x = (float)Math.sqrt( dx * dx + dy * dy ) / width; Sample.INSTANCE.play( Assets.SND_RAY ); timeLeft = this.duration = duration; } public static class DeathRay extends Beam{ public DeathRay(PointF s, PointF e){ super(s, e, Effects.Type.DEATH_RAY, 0.5f); } } public static class LightRay extends Beam{ public LightRay(PointF s, PointF e){ super(s, e, Effects.Type.LIGHT_RAY, 1f); } } public static class HealthRay extends Beam{ public HealthRay(PointF s, PointF e){ super(s, e, Effects.Type.HEALTH_RAY, 0.75f); } } @Override public void update() { super.update(); float p = timeLeft / duration; alpha( p ); scale.set( scale.x, p ); if ((timeLeft -= Game.elapsed) <= 0) { killAndErase(); } } @Override public void draw() { GLES20.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE ); super.draw(); GLES20.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA ); } }