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authorJérémy Zurcher <jeremy@asynk.ch>2014-12-05 14:52:40 +0100
committerJérémy Zurcher <jeremy@asynk.ch>2014-12-05 14:52:40 +0100
commitbd8eb80cf2c58d249050d999391beb6f0d6e37ea (patch)
tree1bbea56a2fb491657b7592e011e7125f6fe80c7e /core/src/ch/asynk/tankontank/engine
parentf88b3ccb4c89e47b52a03df0e212b5be05f02e34 (diff)
downloadRustAndDust-bd8eb80cf2c58d249050d999391beb6f0d6e37ea.zip
RustAndDust-bd8eb80cf2c58d249050d999391beb6f0d6e37ea.tar.gz
InfantryFireAnimation: improve shoting animation
Diffstat (limited to 'core/src/ch/asynk/tankontank/engine')
-rw-r--r--core/src/ch/asynk/tankontank/engine/gfx/animations/InfantryFireAnimation.java47
1 files changed, 30 insertions, 17 deletions
diff --git a/core/src/ch/asynk/tankontank/engine/gfx/animations/InfantryFireAnimation.java b/core/src/ch/asynk/tankontank/engine/gfx/animations/InfantryFireAnimation.java
index 34641cc..11e5c68 100644
--- a/core/src/ch/asynk/tankontank/engine/gfx/animations/InfantryFireAnimation.java
+++ b/core/src/ch/asynk/tankontank/engine/gfx/animations/InfantryFireAnimation.java
@@ -42,25 +42,12 @@ public class InfantryFireAnimation implements Disposable, Animation, Pool.Poolab
this.fireRegion = region;
}
- public void set(float x0, float y0, float x1, float y1, float halfWidth)
+ public void set(float delay, float x0, float y0, float x1, float y1, float w, float a)
{
- // fire geometry
- x1 += ((SHOT_SCATTERING * FireAnimation.random.nextFloat()) - (SHOT_SCATTERING / 2f));
- y1 += ((SHOT_SCATTERING * FireAnimation.random.nextFloat()) - (SHOT_SCATTERING / 2f));
-
- double r = Math.atan2((y0 - y1), (x0 - x1));
- float xadj = (float) (Math.cos(r) * halfWidth);
- float yadj = (float) (Math.sin(r) * halfWidth);
- x0 -= xadj;
- y0 -= yadj;
-
- float a = (float) Math.toDegrees(r);
float dx = (x1 - x0);
float dy = (y1 - y0);
- float w = (float) Math.sqrt((dx * dx) + (dy * dy));
// timing
- float delay = START_DELAY + (FireAnimation.random.nextFloat() * TIME_SCATTERING);
float fire_duration = ((FireAnimation.random.nextFloat() * TIME_SCATTERING) + (w / SHOT_SPEED));
float hit_duration = (FireAnimation.infantryFire.rows * HIT_FRAME_DURATION);
@@ -122,7 +109,8 @@ public class InfantryFireAnimation implements Disposable, Animation, Pool.Poolab
}
}
- private static final int SHOT_COUNT = 10;
+ private static final int SHOT_COUNT = 20;
+ private static final float SHOT_DELAY = 0.07f;
private static final float SHOT_SCATTERING = 40f;
private static final float TIME_SCATTERING = 0.6f;
private static final float START_DELAY = 0.8f;
@@ -161,9 +149,34 @@ public class InfantryFireAnimation implements Disposable, Animation, Pool.Poolab
this.volume = volume;
this.elapsed = 0f;
+ float delay = START_DELAY + (FireAnimation.random.nextFloat() * TIME_SCATTERING);
+
y0 -= (FireAnimation.infantryFire.height / 2.0f);
- for (Shot shot : shots)
- shot.set(x0, y0, x1, y1, halfWidth);
+ double r = Math.atan2((y0 - y1), (x0 - x1));
+ x0 -= ((float) (Math.cos(r) * halfWidth));
+ y0 -= ((float) (Math.sin(r) * halfWidth));
+
+ float dx = (x1 - x0);
+ float dy = (y1 - y0);
+ float w = (float) Math.sqrt((dx * dx) + (dy * dy));
+ double dr = (Math.atan2(halfWidth, w) / 2f);
+
+ int half = (SHOT_COUNT / 2);
+ double a = (r + dr);
+ double aMax = (a - (2 * dr));
+ double da = ((2 * dr) / half);
+
+ for (Shot shot : shots) {
+ float x = (float) (x0 - (Math.cos(a) * w));
+ float y = (float) (y0 - (Math.sin(a) * w));
+
+ shot.set(delay, x0, y0, x, y, w, (float) Math.toDegrees(a));
+
+ delay += SHOT_DELAY;
+ a -= da;
+ if (a <= aMax)
+ da = -da;
+ }
}
@Override