/* * 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 */ package com.shatteredpixel.shatteredpixeldungeon.effects.particles; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap; import com.watabou.noosa.Game; import com.watabou.noosa.Group; import com.watabou.noosa.particles.Emitter; import com.watabou.noosa.particles.Emitter.Factory; import com.watabou.noosa.particles.PixelParticle; import com.watabou.utils.PointF; import com.watabou.utils.Random; public class WindParticle extends PixelParticle { public static final Emitter.Factory FACTORY = new Factory() { @Override public void emit( Emitter emitter, int index, float x, float y ) { ((WindParticle)emitter.recycle( WindParticle.class )).reset( x, y ); } }; private static float angle = Random.Float( PointF.PI2 ); private static PointF speed = new PointF().polar( angle, 5 ); public WindParticle() { super(); lifespan = Random.Float( 1, 2 ); scale.set( size = Random.Float( 3 ) ); } public void reset( float x, float y ) { revive(); left = lifespan; super.speed.set( WindParticle.speed ); super.speed.scale( size ); this.x = x - super.speed.x * lifespan / 2; this.y = y - super.speed.y * lifespan / 2; angle += Random.Float( -0.1f, +0.1f ); speed = new PointF().polar( angle, 5 ); am = 0; } @Override public void update() { super.update(); float p = left / lifespan; am = (p < 0.5f ? p : 1 - p) * size * 0.2f; } public static class Wind extends Group { private int pos; private float x; private float y; private float delay; public Wind( int pos ) { super(); this.pos = pos; PointF p = DungeonTilemap.tileToWorld( pos ); x = p.x; y = p.y; delay = Random.Float( 5 ); } @Override public void update() { if (visible = Dungeon.visible[pos]) { super.update(); if ((delay -= Game.elapsed) <= 0) { delay = Random.Float( 5 ); ((WindParticle)recycle( WindParticle.class )).reset( x + Random.Float( DungeonTilemap.SIZE ), y + Random.Float( DungeonTilemap.SIZE ) ); } } } } }