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package ch.asynk.rustanddust.engine.gfx.animations;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.utils.Pool;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import ch.asynk.rustanddust.engine.Orientation;
import ch.asynk.rustanddust.engine.gfx.Moveable;
import ch.asynk.rustanddust.engine.gfx.Animation;
public class TankFireAnimation implements Disposable, Animation, Pool.Poolable
{
private static final float HALF_WIDTH_P = 0.9f;
private static final float SHOT_SCATTERING = 20f;
private static final float TIME_SCATTERING = 0.6f;
private static final float START_DELAY = 0.1f;
private static final float SHOT_SPEED = 800f;
private static final float AIM_SPEED = 90f;
private static final float EXPLOSION_FRAME_DURATION = 0.07f;
private TextureRegion fireRegion;
private float fire_a;
private float fire_x;
private float fire_y;
private float fire_w;
private float fire_dx;
private float fire_dy;
private float fire_dw;
private float smoke_df;
private int smoke_frame;
private float explosion_x;
private float explosion_y;
private float explosion_df;
private int explosion_frame;
private Moveable m;
private boolean aimed;
private boolean head_back;
private boolean fired;
private boolean hit;
private float elapsed;
private float aim_r;
private float fire_time;
private float hit_time;
private float end_time;
private float volume;
private static final Pool<TankFireAnimation> fireAnimationPool = new Pool<TankFireAnimation>() {
@Override
protected TankFireAnimation newObject() {
return new TankFireAnimation();
}
};
public static TankFireAnimation get(float volume, Moveable m, float x0, float y0, float x1, float y1, float halfWidth)
{
TankFireAnimation a = fireAnimationPool.obtain();
a.set(volume, m, x0, y0, x1, y1, halfWidth);
return a;
}
public TankFireAnimation()
{
this.fireRegion = new TextureRegion(FireAnimation.tankFire.frames[0]);
}
private void set(float volume, Moveable m, float x0, float y0, float x1, float y1, float halfWidth)
{
this.m = m;
this.aimed = false;
this.fired = false;
this.hit = false;
this.volume = volume;
this.aim_r = (float) (Math.toDegrees(Math.atan2((y0 - y1), (x0 - x1))));
// fire geometry
y0 += (((Math.abs(aim_r) > 90) ? 1 : -1) * (FireAnimation.tankFire.height / 2.0f));
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 * HALF_WIDTH_P);
float yadj = (float) (Math.sin(r) * halfWidth * HALF_WIDTH_P);
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 = (w / SHOT_SPEED);
float explosion_duration = (FireAnimation.explosion.cols * EXPLOSION_FRAME_DURATION);
this.elapsed = 0f;
this.fire_time = delay;
this.hit_time = (fire_time + fire_duration);
this.end_time = (hit_time + explosion_duration);
// fire vars
this.fireRegion.setRegion(FireAnimation.tankFire.frames[0]);
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);
// smoke var
this.smoke_df = (FireAnimation.tankFire.rows / explosion_duration);
this.smoke_frame = 0;
// explosion vars
this.explosion_x = (x1 - (FireAnimation.explosion.width / 2.0f));
this.explosion_y = (y1 - (FireAnimation.explosion.height / 2.0f));
this.explosion_df = (FireAnimation.explosion.cols / explosion_duration);
this.explosion_frame = (FireAnimation.random.nextInt(FireAnimation.explosion.rows) * FireAnimation.explosion.cols);
// aiming
this.head_back = !this.m.canAim();
this.aim_r += (Orientation.SOUTH.r() - this.m.getRotation());
while (aim_r > 180) aim_r -= 360;
while (aim_r < -180) aim_r += 360;
}
@Override
public void reset()
{
}
@Override
public void dispose()
{
fireAnimationPool.free(this);
}
@Override
public boolean animate(float delta)
{
if (!aimed) {
float r = m.getAiming();
float d = (aim_r - r);
float dr = delta * AIM_SPEED;
if (Math.abs(d) < dr) {
m.aimAt(aim_r);
aimed = true;
} else {
m.aimAt(r + ((d > 0) ? dr : -dr));
}
return false;
}
elapsed += delta;
if (!fired && (elapsed < fire_time))
return false;
if (!fired) {
fired = true;
FireAnimation.tankFireSndPlay(volume);
}
if (head_back) {
float r = m.getAiming();
float dr = delta * AIM_SPEED;
if (Math.abs(r) < dr) {
m.aimAt(0f);
head_back = false;
} else {
m.aimAt(r + ((r > 0) ? -dr : dr));
}
}
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;
FireAnimation.explosionSndPlay(volume);
}
if (elapsed < end_time) {
int frame = (int) ((elapsed - hit_time) * smoke_df);
if (frame != smoke_frame) {
smoke_frame = frame;
fireRegion.setRegion(FireAnimation.tankFire.frames[smoke_frame]);
fireRegion.setRegionWidth((int) fire_w);
}
return false;
}
return true;
}
@Override
public void draw(Batch batch)
{
if (fired)
batch.draw(fireRegion, fire_x, fire_y, 0, 0, fireRegion.getRegionWidth(), fireRegion.getRegionHeight(), 1f, 1f, fire_a);
if (hit) {
int frame = (explosion_frame + (int) ((elapsed - hit_time) * explosion_df));
batch.draw(FireAnimation.explosion.frames[frame], explosion_x, explosion_y);
}
}
@Override
public void drawDebug(ShapeRenderer debugShapes)
{
debugShapes.end();
debugShapes.begin(ShapeRenderer.ShapeType.Line);
debugShapes.identity();
debugShapes.translate(fire_x, fire_y, 0);
debugShapes.rotate(0, 0, 1, fire_a);
debugShapes.translate(-fire_x, -fire_y, 0);
debugShapes.rect(fire_x, fire_y, fire_w, FireAnimation.tankFire.height);
debugShapes.end();
debugShapes.begin(ShapeRenderer.ShapeType.Line);
debugShapes.identity();
}
}
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