V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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@@ -0,0 +1,80 @@
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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.particles.Emitter;
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import com.watabou.noosa.particles.PixelParticle;
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import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.watabou.utils.PointF;
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import com.watabou.utils.Random;
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public class Splash {
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public static void at( int cell, final int color, int n ) {
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at( DungeonTilemap.tileCenterToWorld( cell ), color, n );
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}
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public static void at( PointF p, final int color, int n ) {
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if (n <= 0) {
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return;
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}
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Emitter emitter = GameScene.emitter();
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emitter.pos( p );
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FACTORY.color = color;
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FACTORY.dir = -3.1415926f / 2;
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FACTORY.cone = 3.1415926f;
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emitter.burst( FACTORY, n );
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}
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public static void at( PointF p, final float dir, final float cone, final int color, int n ) {
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if (n <= 0) {
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return;
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}
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Emitter emitter = GameScene.emitter();
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emitter.pos( p );
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FACTORY.color = color;
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FACTORY.dir = dir;
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FACTORY.cone = cone;
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emitter.burst( FACTORY, n );
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}
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private static final SplashFactory FACTORY = new SplashFactory();
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private static class SplashFactory extends Emitter.Factory {
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public int color;
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public float dir;
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public float cone;
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@Override
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public void emit( Emitter emitter, int index, float x, float y ) {
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PixelParticle p = (PixelParticle)emitter.recycle( PixelParticle.Shrinking.class );
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p.reset( x, y, color, 4, Random.Float( 0.5f, 1.0f ) );
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p.speed.polar( Random.Float( dir - cone / 2, dir + cone / 2 ), Random.Float( 40, 80 ) );
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p.acc.set( 0, +100 );
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}
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}
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}
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