V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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@@ -0,0 +1,100 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.effects;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Visual;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.watabou.utils.PointF;
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public class Pushing extends Actor {
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private CharSprite sprite;
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private int from;
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private int to;
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private Effect effect;
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public Pushing( Char ch, int from, int to ) {
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sprite = ch.sprite;
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this.from = from;
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this.to = to;
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}
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@Override
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protected boolean act() {
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if (sprite != null) {
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if (effect == null) {
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new Effect();
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}
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return false;
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} else {
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Actor.remove( Pushing.this );
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return true;
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}
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}
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public class Effect extends Visual {
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private static final float DELAY = 0.15f;
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private PointF end;
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private float delay;
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public Effect() {
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super( 0, 0, 0, 0 );
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point( sprite.worldToCamera( from ) );
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end = sprite.worldToCamera( to );
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speed.set( 2 * (end.x - x) / DELAY, 2 * (end.y - y) / DELAY );
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acc.set( -speed.x / DELAY, -speed.y / DELAY );
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delay = 0;
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sprite.parent.add( this );
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}
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@Override
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public void update() {
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super.update();
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if ((delay += Game.elapsed) < DELAY) {
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sprite.x = x;
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sprite.y = y;
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} else {
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sprite.point( end );
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killAndErase();
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Actor.remove( Pushing.this );
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next();
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}
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}
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}
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}
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