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package ch.asynk.gdx.boardgame.animations;
import com.badlogic.gdx.utils.Pool;
import com.badlogic.gdx.math.MathUtils;
import ch.asynk.gdx.boardgame.Piece;
public class BounceAnimation extends TimedAnimation implements Pool.Poolable
{
private static final Pool<BounceAnimation> bounceAnimationPool = new Pool<BounceAnimation>()
{
@Override protected BounceAnimation newObject()
{
return new BounceAnimation();
}
};
public static BounceAnimation obtain(Piece piece, float duration, float bounceFactor, int rotations)
{
BounceAnimation a = bounceAnimationPool.obtain();
a.piece = piece;
a.bounceFactor = bounceFactor;
a.setDuration(duration);
a.computeRotationDegrees(rotations);
return a;
}
private Piece piece;
private float startScale;
private float startRotation;
private float bounceFactor;
private float rotationDegrees;
private BounceAnimation()
{
}
private void computeRotationDegrees(int rotations)
{
if (rotations == 0) {
rotationDegrees = 0f;
} else {
rotationDegrees = (360 * rotations);
}
}
@Override public void reset()
{
super.reset();
}
@Override public void dispose()
{
bounceAnimationPool.free(this);
}
@Override protected void begin()
{
this.startScale = piece.getScale();
this.startRotation = piece.getRotation();
}
@Override protected void end()
{
piece.setScale(this.startScale);
if (rotationDegrees != 0f) {
piece.setRotation(this.startRotation);
}
}
@Override protected void update(float delta)
{
piece.setScale(this.startScale + this.bounceFactor * (float) MathUtils.sin(percent * MathUtils.PI));
if (rotationDegrees != 0f) {
piece.setRotation(this.startRotation + (percent * this.rotationDegrees));
}
}
}
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