Magic_Ling_Pixel_Dungeon/src/com/shatteredpixel/shatteredpixeldungeon/effects/Beam.java
2015-06-12 16:44:09 -04:00

97 lines
2.4 KiB
Java

/*
* 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 <http://www.gnu.org/licenses/>
*/
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 );
}
}