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

123 lines
2.8 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 com.watabou.noosa.Game;
import com.watabou.noosa.Visual;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
import com.watabou.utils.Callback;
import com.watabou.utils.PointF;
public class Pushing extends Actor {
private CharSprite sprite;
private int from;
private int to;
private Effect effect;
private Callback callback;
{
actPriority = Integer.MIN_VALUE; //it's a visual effect, gets priority no matter what
}
public Pushing( Char ch, int from, int to ) {
sprite = ch.sprite;
this.from = from;
this.to = to;
this.callback = null;
}
public Pushing( Char ch, int from, int to, Callback callback ) {
this(ch, from, to);
this.callback = callback;
}
@Override
protected boolean act() {
if (sprite != null) {
if (effect == null) {
new Effect();
}
}
Actor.remove( Pushing.this );
//so that all pushing effects at the same time go simultaneously
for ( Actor actor : Actor.all() ){
if (actor instanceof Pushing && ((Pushing) actor).cooldown() == 0)
return true;
}
return false;
}
public class Effect extends Visual {
private static final float DELAY = 0.15f;
private PointF end;
private float delay;
public Effect() {
super( 0, 0, 0, 0 );
point( sprite.worldToCamera( from ) );
end = sprite.worldToCamera( to );
speed.set( 2 * (end.x - x) / DELAY, 2 * (end.y - y) / DELAY );
acc.set( -speed.x / DELAY, -speed.y / DELAY );
delay = 0;
if (sprite.parent != null)
sprite.parent.add( this );
}
@Override
public void update() {
super.update();
if ((delay += Game.elapsed) < DELAY) {
sprite.x = x;
sprite.y = y;
} else {
sprite.point(end);
killAndErase();
Actor.remove(Pushing.this);
if (callback != null) callback.call();
next();
}
}
}
}