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authorJérémy Zurcher <jeremy@asynk.ch>2014-12-04 15:43:46 +0100
committerJérémy Zurcher <jeremy@asynk.ch>2014-12-04 15:43:46 +0100
commitd44015f377ae7d86535586882cd4a137e6d4e182 (patch)
treecb8769a7cbfdb7701041ff89c41821e459d7f40d /core/src/ch/asynk
parentdc29b2e00bbd6461ce643f5f985c0d51c7191577 (diff)
downloadRustAndDust-d44015f377ae7d86535586882cd4a137e6d4e182.zip
RustAndDust-d44015f377ae7d86535586882cd4a137e6d4e182.tar.gz
InfantryFireAnimation: set(...) animate(...) draw(...) go into Shot class
Diffstat (limited to 'core/src/ch/asynk')
-rw-r--r--core/src/ch/asynk/tankontank/engine/gfx/animations/InfantryFireAnimation.java157
1 files changed, 84 insertions, 73 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 3327680..3af4a81 100644
--- a/core/src/ch/asynk/tankontank/engine/gfx/animations/InfantryFireAnimation.java
+++ b/core/src/ch/asynk/tankontank/engine/gfx/animations/InfantryFireAnimation.java
@@ -41,6 +41,84 @@ public class InfantryFireAnimation implements Disposable, Animation, Pool.Poolab
{
this.fireRegion = region;
}
+
+ public void set(float x0, float y0, float x1, float y1, float halfWidth)
+ {
+ // 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);
+
+ this.fired = false;
+ this.fire_time = delay;
+ this.hit_time = (this.fire_time + fire_duration);
+ this.end_time = (this.hit_time + hit_duration);
+
+ // fire vars
+ this.fire_a = a;
+ this.fire_x = x0;
+ this.fire_y = y0;
+ this.fire_w = 0;
+ this.fire_dx = (dx / fire_duration);
+ this.fire_dy = (dy / fire_duration);
+ this.fire_dw = (w / fire_duration);
+ this.hit_frame = 0;
+ }
+
+ public boolean animate(float delta)
+ {
+ if (!fired && (elapsed < fire_time))
+ return false;
+
+ if (!fired) {
+ fired = true;
+ FireAnimation.infantryFireSndPlay(volume);
+ }
+
+ if (!hit && (elapsed < hit_time)) {
+ fire_w += (fire_dw * delta);
+ fire_x += (fire_dx * delta);
+ fire_y += (fire_dy * delta);
+ fireRegion.setRegionWidth((int) fire_w);
+ return false;
+ }
+
+ if (!hit)
+ hit = true;
+
+ if (elapsed < end_time) {
+ int frame = (int) ((elapsed - hit_time) / HIT_FRAME_DURATION);
+ if (frame != hit_frame) {
+ hit_frame = frame;
+ fireRegion.setRegion(FireAnimation.infantryFire.frames[hit_frame]);
+ fireRegion.setRegionWidth((int) fire_w);
+ }
+ return false;
+ }
+
+ return true;
+ }
+
+ public void draw(Batch batch)
+ {
+ if (fired)
+ batch.draw(fireRegion, fire_x, fire_y, 0, 0, fireRegion.getRegionWidth(), fireRegion.getRegionHeight(), 1f, 1f, fire_a);
+ }
}
private static final int SHOT_COUNT = 10;
@@ -82,44 +160,9 @@ public class InfantryFireAnimation implements Disposable, Animation, Pool.Poolab
this.volume = volume;
this.elapsed = 0f;
- for (Shot shot : shots) {
- // fire geometry
- float x0 = _x0;
- float y0 = (_y0 - (FireAnimation.infantryFire.height / 2.0f));
- float x1 = (_x1 + ((SHOT_SCATTERING * FireAnimation.random.nextFloat()) - (SHOT_SCATTERING / 2f)));
- float y1 = (_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);
-
- shot.fired = false;
- shot.fire_time = delay;
- shot.hit_time = (shot.fire_time + fire_duration);
- shot.end_time = (shot.hit_time + hit_duration);
-
- // fire vars
- shot.fire_a = a;
- shot.fire_x = x0;
- shot.fire_y = y0;
- shot.fire_w = 0;
- shot.fire_dx = (dx / fire_duration);
- shot.fire_dy = (dy / fire_duration);
- shot.fire_dw = (w / fire_duration);
- shot.hit_frame = 0;
- }
+ y0 -= (FireAnimation.infantryFire.height / 2.0f);
+ for (Shot shot : shots)
+ shot.set(x0, y0, x1, y1, halfWidth);
}
@Override
@@ -139,39 +182,8 @@ public class InfantryFireAnimation implements Disposable, Animation, Pool.Poolab
elapsed += delta;
boolean completed = true;
- for (Shot shot : shots) {
- completed &= shot.completed;
-
- if (!shot.fired && (elapsed < shot.fire_time))
- continue;
-
- if (!shot.fired) {
- shot.fired = true;
- FireAnimation.infantryFireSndPlay(volume);
- }
-
- if (!shot.hit && (elapsed < shot.hit_time)) {
- shot.fire_w += (shot.fire_dw * delta);
- shot.fire_x += (shot.fire_dx * delta);
- shot.fire_y += (shot.fire_dy * delta);
- shot.fireRegion.setRegionWidth((int) shot.fire_w);
- continue;
- }
-
- if (!shot.hit)
- shot.hit = true;
-
- if (elapsed < shot.end_time) {
- int frame = (int) ((elapsed - shot.hit_time) / HIT_FRAME_DURATION);
- if (frame != shot.hit_frame) {
- shot.hit_frame = frame;
- shot.fireRegion.setRegion(FireAnimation.infantryFire.frames[shot.hit_frame]);
- shot.fireRegion.setRegionWidth((int) shot.fire_w);
- }
- continue;
- } else
- shot.completed = true;
- }
+ for (Shot shot : shots)
+ completed &= shot.animate(delta);
return completed;
}
@@ -181,8 +193,7 @@ public class InfantryFireAnimation implements Disposable, Animation, Pool.Poolab
{
for (Shot shot : shots) {
if (shot.fired)
- batch.draw(shot.fireRegion, shot.fire_x, shot.fire_y, 0, 0,
- shot.fireRegion.getRegionWidth(), shot.fireRegion.getRegionHeight(), 1f, 1f, shot.fire_a);
+ shot.draw(batch);
}
}