Magic_Game/core/Action/JumpBy.cpp

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#include "..\e2daction.h"
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#include "..\e2dnode.h"
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e2d::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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e2d::JumpBy * e2d::JumpBy::Clone() const
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{
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return new (e2d::autorelease) JumpBy(duration_, delta_pos_, height_, jumps_);
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}
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e2d::JumpBy * e2d::JumpBy::Reverse() const
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{
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return new (e2d::autorelease) JumpBy(duration_, -delta_pos_, height_, jumps_);
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}
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void e2d::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_->GetPos();
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}
}
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void e2d::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_->GetPos();
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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);
target_->SetPos(newPos);
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prev_pos_ = newPos;
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}
}