/* * 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 com.watabou.noosa.particles.Emitter; import com.watabou.noosa.particles.PixelParticle; import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.watabou.utils.PointF; import com.watabou.utils.Random; public class Splash { public static void at( int cell, final int color, int n ) { at( DungeonTilemap.tileCenterToWorld( cell ), color, n ); } public static void at( PointF p, final int color, int n ) { if (n <= 0) { return; } Emitter emitter = GameScene.emitter(); emitter.pos( p ); FACTORY.color = color; FACTORY.dir = -3.1415926f / 2; FACTORY.cone = 3.1415926f; emitter.burst( FACTORY, n ); } public static void at( PointF p, final float dir, final float cone, final int color, int n ) { if (n <= 0) { return; } Emitter emitter = GameScene.emitter(); emitter.pos( p ); FACTORY.color = color; FACTORY.dir = dir; FACTORY.cone = cone; emitter.burst( FACTORY, n ); } private static final SplashFactory FACTORY = new SplashFactory(); private static class SplashFactory extends Emitter.Factory { public int color; public float dir; public float cone; @Override public void emit( Emitter emitter, int index, float x, float y ) { PixelParticle p = (PixelParticle)emitter.recycle( PixelParticle.Shrinking.class ); p.reset( x, y, color, 4, Random.Float( 0.5f, 1.0f ) ); p.speed.polar( Random.Float( dir - cone / 2, dir + cone / 2 ), Random.Float( 40, 80 ) ); p.acc.set( 0, +100 ); } } }