Magic_Game/core/actions/JumpBy.cpp

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
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#include "..\e2daction.h"
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#include "..\e2dobject.h"
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easy2d::JumpBy::JumpBy(float duration, const Point & vec, float height, int jumps)
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: FiniteTimeAction(duration)
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, delta_pos_(vec)
, height_(height)
, jumps_(jumps)
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{
}
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easy2d::JumpBy * easy2d::JumpBy::Clone() const
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{
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return new JumpBy(duration_, delta_pos_, height_, jumps_);
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}
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easy2d::JumpBy * easy2d::JumpBy::Reverse() const
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{
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return new JumpBy(duration_, -delta_pos_, height_, jumps_);
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}
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void easy2d::JumpBy::Init()
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{
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FiniteTimeAction::Init();
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if (target_)
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{
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prev_pos_ = start_pos_ = target_->GetPosition();
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}
}
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void easy2d::JumpBy::Update()
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{
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FiniteTimeAction::Update();
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if (target_)
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{
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float frac = fmod(delta_ * jumps_, 1.f);
float x = delta_pos_.x * delta_;
float y = height_ * 4 * frac * (1 - frac);
y += delta_pos_.y * delta_;
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Point currentPos = target_->GetPosition();
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Point diff = currentPos - prev_pos_;
start_pos_ = diff + start_pos_;
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Point newPos = start_pos_ + Point(x, y);
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target_->SetPosition(newPos);
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prev_pos_ = newPos;
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}
}