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author | Jérémy Zurcher <jeremy@asynk.ch> | 2018-12-07 01:08:14 +0100 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2018-12-07 01:08:14 +0100 |
commit | 021abd4a0228c90d035e602feb32036fc3b4c111 (patch) | |
tree | c5d36d7bed3862af6e512c263ccf22c8eebc09f5 /core/src | |
parent | dea17357ce5140efa52b7eec514a50bfc266b87d (diff) | |
download | gdx-boardgame-021abd4a0228c90d035e602feb32036fc3b4c111.zip gdx-boardgame-021abd4a0228c90d035e602feb32036fc3b4c111.tar.gz |
ShellFireAnimation : Shoot -> Fire
Diffstat (limited to 'core/src')
-rw-r--r-- | core/src/ch/asynk/gdx/boardgame/Piece.java | 2 | ||||
-rw-r--r-- | core/src/ch/asynk/gdx/boardgame/animations/ShellFireAnimation.java | 16 |
2 files changed, 9 insertions, 9 deletions
diff --git a/core/src/ch/asynk/gdx/boardgame/Piece.java b/core/src/ch/asynk/gdx/boardgame/Piece.java index a2017b0..c9bf6fe 100644 --- a/core/src/ch/asynk/gdx/boardgame/Piece.java +++ b/core/src/ch/asynk/gdx/boardgame/Piece.java @@ -51,7 +51,7 @@ public class Piece extends Sprite implements Drawable, Positionable, Rotable, Sc return (Orientation.fromR(getRotation()) == orientation); } - public void getShootingPoint(Vector2 v, Piece target) + public void getFireingPoint(Vector2 v, Piece target) { float x0 = getX(); float y0 = getY(); diff --git a/core/src/ch/asynk/gdx/boardgame/animations/ShellFireAnimation.java b/core/src/ch/asynk/gdx/boardgame/animations/ShellFireAnimation.java index 6cc7227..1cb6f15 100644 --- a/core/src/ch/asynk/gdx/boardgame/animations/ShellFireAnimation.java +++ b/core/src/ch/asynk/gdx/boardgame/animations/ShellFireAnimation.java @@ -19,7 +19,7 @@ public class ShellFireAnimation extends TimedAnimation implements Pool.Poolable private static class Config { public float maxFireDelay; - public float maxShootScattering; + public float maxFireScattering; public float shellSpeed; public float smokeDuration; public float explosionDuration; @@ -27,13 +27,13 @@ public class ShellFireAnimation extends TimedAnimation implements Pool.Poolable public FramedSprite explosionSprites; public Sound shellFireSnd; public Sound explosionSnd; - public Config(float maxFireDelay, float maxShootScattering, float shellSpeed, + public Config(float maxFireDelay, float maxFireScattering, float shellSpeed, float smokeDuration, float explosionDuration, FramedSprite shellSprites, FramedSprite explosionSprites, Sound shellFireSnd, Sound explosionSnd) { this.maxFireDelay = maxFireDelay; - this.maxShootScattering = maxShootScattering; + this.maxFireScattering = maxFireScattering; this.shellSpeed = shellSpeed; this.smokeDuration = smokeDuration; this.explosionDuration = explosionDuration; @@ -48,7 +48,7 @@ public class ShellFireAnimation extends TimedAnimation implements Pool.Poolable public static void register(final String name, float maxFireDelay, - float maxShootScattering, + float maxFireScattering, float shellSpeed, float smokeDuration, float explosionDuration, @@ -58,7 +58,7 @@ public class ShellFireAnimation extends TimedAnimation implements Pool.Poolable final Sound explosionSnd ) { - Config cfg = new Config(maxFireDelay, maxShootScattering, shellSpeed, smokeDuration, explosionDuration, + Config cfg = new Config(maxFireDelay, maxFireScattering, shellSpeed, smokeDuration, explosionDuration, new FramedSprite(shellTexture, shellR, shellC), new FramedSprite(explosionTexture, explosionR, explosionC), shellFireSnd, explosionSnd @@ -88,7 +88,7 @@ public class ShellFireAnimation extends TimedAnimation implements Pool.Poolable public static Vector2 tv = new Vector2(); public static ShellFireAnimation obtain(final String configName, Piece shooter, Piece target) { - shooter.getShootingPoint(sv, target); + shooter.getFireingPoint(sv, target); target.getImpactPoint(tv); return obtain(configName, sv.x, sv.y, tv.x, tv.y); } @@ -144,8 +144,8 @@ public class ShellFireAnimation extends TimedAnimation implements Pool.Poolable private void compute(float x0, float y0, float x1, float y1) { // scattering - x1 = (x1 + (random.nextFloat() * cfg.maxShootScattering) - (cfg.maxShootScattering / 2f)); - y1 = (y1 + (random.nextFloat() * cfg.maxShootScattering) - (cfg.maxShootScattering / 2f)); + x1 = (x1 + (random.nextFloat() * cfg.maxFireScattering) - (cfg.maxFireScattering / 2f)); + y1 = (y1 + (random.nextFloat() * cfg.maxFireScattering) - (cfg.maxFireScattering / 2f)); // geometry float dx = (x1 - x0); |