/* * 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.watabou.noosa.particles.Emitter; import com.watabou.noosa.particles.Emitter.Factory; import com.watabou.noosa.particles.PixelParticle; import com.watabou.utils.ColorMath; import com.watabou.utils.PointF; import com.watabou.utils.Random; public class ShadowParticle extends PixelParticle.Shrinking { public static final Emitter.Factory MISSILE = new Factory() { @Override public void emit( Emitter emitter, int index, float x, float y ) { ((ShadowParticle)emitter.recycle( ShadowParticle.class )).reset( x, y ); } }; public static final Emitter.Factory CURSE = new Factory() { @Override public void emit( Emitter emitter, int index, float x, float y ) { ((ShadowParticle)emitter.recycle( ShadowParticle.class )).resetCurse( x, y ); } }; public static final Emitter.Factory UP = new Factory() { @Override public void emit( Emitter emitter, int index, float x, float y ) { ((ShadowParticle)emitter.recycle( ShadowParticle.class )).resetUp( x, y ); } }; public void reset( float x, float y ) { revive(); this.x = x; this.y = y; speed.set( Random.Float( -5, +5 ), Random.Float( -5, +5 ) ); size = 6; left = lifespan = 0.5f; } public void resetCurse( float x, float y ) { revive(); size = 8; left = lifespan = 0.5f; speed.polar( Random.Float( PointF.PI2 ), Random.Float( 16, 32 ) ); this.x = x - speed.x * lifespan; this.y = y - speed.y * lifespan; } public void resetUp( float x, float y ) { revive(); speed.set( Random.Float( -8, +8 ), Random.Float( -32, -48 ) ); this.x = x; this.y = y; size = 6; left = lifespan = 1f; } @Override public void update() { super.update(); float p = left / lifespan; // alpha: 0 -> 1 -> 0; size: 6 -> 0; color: 0x660044 -> 0x000000 color( ColorMath.interpolate( 0x000000, 0x440044, p ) ); am = p < 0.5f ? p * p * 4 : (1 - p) * 2; } }