/* * 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 */ package com.watabou.pixeldungeon.effects; import com.watabou.noosa.Game; import com.watabou.noosa.Image; import com.watabou.pixeldungeon.DungeonTilemap; import com.watabou.pixeldungeon.levels.Level; 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 ); } } }