Converted ShatteredPD to Build from Gradle

Major Changes:
- Shattered now builds effortlessly either from gradle CLI or android studio
- Much better dependency management through gradle (although it's not really used atm)
- Separate PD-classes repo is now SPD-classes module within main repo
This commit is contained in:
Evan Debenham
2016-08-13 02:11:29 -04:00
parent 188523b2a5
commit 36e44340a8
954 changed files with 8530 additions and 14 deletions
@@ -0,0 +1,246 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.noosa;
import com.watabou.glwrap.Matrix;
import com.watabou.utils.GameMath;
import com.watabou.utils.Point;
import com.watabou.utils.PointF;
public class Visual extends Gizmo {
public float x;
public float y;
public float width;
public float height;
public PointF scale;
public PointF origin;
protected float[] matrix;
public float rm;
public float gm;
public float bm;
public float am;
public float ra;
public float ga;
public float ba;
public float aa;
public PointF speed;
public PointF acc;
public float angle;
public float angularSpeed;
public Visual( float x, float y, float width, float height ) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
scale = new PointF( 1, 1 );
origin = new PointF();
matrix = new float[16];
resetColor();
speed = new PointF();
acc = new PointF();
}
@Override
public void update() {
updateMotion();
}
@Override
public void draw() {
updateMatrix();
}
protected void updateMatrix() {
Matrix.setIdentity( matrix );
Matrix.translate( matrix, x, y );
Matrix.translate( matrix, origin.x, origin.y );
if (angle != 0) {
Matrix.rotate( matrix, angle );
}
if (scale.x != 1 || scale.y != 1) {
Matrix.scale( matrix, scale.x, scale.y );
}
Matrix.translate( matrix, -origin.x, -origin.y );
}
public PointF point() {
return new PointF( x, y );
}
public PointF point( PointF p ) {
x = p.x;
y = p.y;
return p;
}
public Point point( Point p ) {
x = p.x;
y = p.y;
return p;
}
public PointF center() {
return new PointF( x + width / 2, y + height / 2 );
}
public PointF center( PointF p ) {
x = p.x - width / 2;
y = p.y - height / 2;
return p;
}
public float width() {
return width * scale.x;
}
public float height() {
return height * scale.y;
}
protected void updateMotion() {
float elapsed = Game.elapsed;
float d = (GameMath.speed( speed.x, acc.x ) - speed.x) / 2;
speed.x += d;
x += speed.x * elapsed;
speed.x += d;
d = (GameMath.speed( speed.y, acc.y ) - speed.y) / 2;
speed.y += d;
y += speed.y * elapsed;
speed.y += d;
angle += angularSpeed * elapsed;
}
public void alpha( float value ) {
am = value;
aa = 0;
}
public float alpha() {
return am + aa;
}
public void invert() {
rm = gm = bm = -1f;
ra = ga = ba = +1f;
}
public void lightness( float value ) {
if (value < 0.5f) {
rm = gm = bm = value * 2f;
ra = ga = ba = 0;
} else {
rm = gm = bm = 2f - value * 2f;
ra = ga = ba = value * 2f - 1f;
}
}
public void brightness( float value ) {
rm = gm = bm = value;
}
public void tint( float r, float g, float b, float strength ) {
rm = gm = bm = 1f - strength;
ra = r * strength;
ga = g * strength;
ba = b * strength;
}
public void tint( int color, float strength ) {
rm = gm = bm = 1f - strength;
ra = ((color >> 16) & 0xFF) / 255f * strength;
ga = ((color >> 8) & 0xFF) / 255f * strength;
ba = (color & 0xFF) / 255f * strength;
}
//color must include an alpha component (e.g. 0x80FF0000 for red at 0.5 strength)
public void tint( int color ) {
tint( color & 0xFFFFFF, ((color >> 24) & 0xFF) / (float)0xFF);
}
public void color( float r, float g, float b ) {
rm = gm = bm = 0;
ra = r;
ga = g;
ba = b;
}
public void color( int color ) {
color( ((color >> 16) & 0xFF) / 255f, ((color >> 8) & 0xFF) / 255f, (color & 0xFF) / 255f );
}
public void hardlight( float r, float g, float b ) {
ra = ga = ba = 0;
rm = r;
gm = g;
bm = b;
}
public void hardlight( int color ) {
hardlight( (color >> 16) / 255f, ((color >> 8) & 0xFF) / 255f, (color & 0xFF) / 255f );
}
public void resetColor() {
rm = gm = bm = am = 1;
ra = ga = ba = aa = 0;
}
public boolean overlapsPoint( float x, float y ) {
return x >= this.x && x < this.x + width * scale.x && y >= this.y && y < this.y + height * scale.y;
}
public boolean overlapsScreenPoint( int x, int y ) {
Camera c = camera();
if (c == null) return false;
PointF p = c.screenToCamera( x, y );
return overlapsPoint( p.x, p.y );
}
// true if its bounding box intersects its camera's bounds
public boolean isVisible() {
Camera c = camera();
if (c == null) return false;
float cx = c.scroll.x;
float cy = c.scroll.y;
float w = width();
float h = height();
return x + w >= cx && y + h >= cy && x < cx + c.width && y < cy + c.height;
}
}