465 lines
8.8 KiB
C++
465 lines
8.8 KiB
C++
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// Copyright (c) 2016-2018 Easy2D - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#include "ActionFiniteTime.h"
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#include "base.h"
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#include "Node.h"
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#include <algorithm>
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namespace easy2d
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{
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//-------------------------------------------------------
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// FiniteTimeAction
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//-------------------------------------------------------
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FiniteTimeAction::FiniteTimeAction(float duration)
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: delta_(0)
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, duration_(std::max(duration, 0.f))
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{
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}
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void FiniteTimeAction::Reset()
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{
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Action::Reset();
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delta_ = 0;
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}
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void FiniteTimeAction::Initialize()
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{
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Action::Initialize();
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}
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void FiniteTimeAction::Update()
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{
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Action::Update();
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if (duration_ == 0)
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{
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delta_ = 1;
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this->Stop();
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}
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else
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{
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delta_ = std::min((time::Now() - started_).Seconds() / duration_, 1.f);
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if (delta_ >= 1)
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{
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this->Stop();
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}
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}
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}
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void FiniteTimeAction::ResetTime()
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{
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Action::ResetTime();
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started_ = time::Now() - time::Second * (delta_ * duration_);
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}
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//-------------------------------------------------------
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// Move Action
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//-------------------------------------------------------
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MoveBy::MoveBy(float duration, Point vector)
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: FiniteTimeAction(duration)
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{
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delta_pos_ = vector;
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}
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void MoveBy::Initialize()
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{
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FiniteTimeAction::Initialize();
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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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}
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void MoveBy::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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Point currentPos = target_->GetPosition();
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Point diff = currentPos - prev_pos_;
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start_pos_ = start_pos_ + diff;
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Point newPos = start_pos_ + (delta_pos_ * delta_);
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target_->SetPosition(newPos);
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prev_pos_ = newPos;
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}
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}
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MoveBy * MoveBy::Clone() const
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{
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return new MoveBy(duration_, delta_pos_);
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}
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MoveBy * MoveBy::Reverse() const
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{
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return new MoveBy(duration_, -delta_pos_);
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}
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MoveTo::MoveTo(float duration, Point pos)
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: MoveBy(duration, Point())
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{
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end_pos_ = pos;
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}
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MoveTo * MoveTo::Clone() const
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{
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return new MoveTo(duration_, end_pos_);
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}
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void MoveTo::Initialize()
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{
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MoveBy::Initialize();
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delta_pos_ = end_pos_ - start_pos_;
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}
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//-------------------------------------------------------
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// Jump Action
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//-------------------------------------------------------
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JumpBy::JumpBy(float duration, const Point & vec, float height, int jumps)
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: FiniteTimeAction(duration)
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, delta_pos_(vec)
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, height_(height)
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, jumps_(jumps)
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{
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}
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JumpBy * 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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JumpBy * 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 JumpBy::Initialize()
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{
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FiniteTimeAction::Initialize();
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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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}
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void 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);
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float x = delta_pos_.x * delta_;
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float y = height_ * 4 * frac * (1 - frac);
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y += delta_pos_.y * delta_;
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Point currentPos = target_->GetPosition();
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Point diff = currentPos - prev_pos_;
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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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}
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}
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JumpTo::JumpTo(float duration, const Point & pos, float height, int jumps)
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: JumpBy(duration, Point(), height, jumps)
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, end_pos_(pos)
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{
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}
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JumpTo * JumpTo::Clone() const
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{
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return new JumpTo(duration_, end_pos_, height_, jumps_);
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}
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void JumpTo::Initialize()
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{
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JumpBy::Initialize();
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delta_pos_ = end_pos_ - start_pos_;
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}
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//-------------------------------------------------------
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// Scale Action
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//-------------------------------------------------------
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ScaleBy::ScaleBy(float duration, float scale)
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: FiniteTimeAction(duration)
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{
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delta_x_ = scale;
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delta_y_ = scale;
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}
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ScaleBy::ScaleBy(float duration, float scale_x, float scale_y)
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: FiniteTimeAction(duration)
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{
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delta_x_ = scale_x;
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delta_y_ = scale_y;
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}
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void ScaleBy::Initialize()
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{
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FiniteTimeAction::Initialize();
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if (target_)
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{
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start_scale_x_ = target_->GetScaleX();
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start_scale_y_ = target_->GetScaleY();
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}
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}
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void ScaleBy::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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target_->SetScale(start_scale_x_ + delta_x_ * delta_, start_scale_y_ + delta_y_ * delta_);
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}
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}
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ScaleBy * ScaleBy::Clone() const
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{
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return new ScaleBy(duration_, delta_x_, delta_y_);
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}
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ScaleBy * ScaleBy::Reverse() const
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{
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return new ScaleBy(duration_, -delta_x_, -delta_y_);
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}
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ScaleTo::ScaleTo(float duration, float scale)
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: ScaleBy(duration, 0, 0)
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{
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end_scale_x_ = scale;
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end_scale_y_ = scale;
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}
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ScaleTo::ScaleTo(float duration, float scale_x, float scale_y)
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: ScaleBy(duration, 0, 0)
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{
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end_scale_x_ = scale_x;
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end_scale_y_ = scale_y;
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}
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ScaleTo * ScaleTo::Clone() const
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{
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return new ScaleTo(duration_, end_scale_x_, end_scale_y_);
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}
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void ScaleTo::Initialize()
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{
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ScaleBy::Initialize();
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delta_x_ = end_scale_x_ - start_scale_x_;
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delta_y_ = end_scale_y_ - start_scale_y_;
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}
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//-------------------------------------------------------
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// Opacity Action
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//-------------------------------------------------------
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OpacityBy::OpacityBy(float duration, float opacity)
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: FiniteTimeAction(duration)
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{
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delta_val_ = opacity;
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}
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void OpacityBy::Initialize()
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{
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FiniteTimeAction::Initialize();
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if (target_)
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{
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start_val_ = target_->GetOpacity();
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}
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}
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void OpacityBy::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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target_->SetOpacity(start_val_ + delta_val_ * delta_);
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}
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}
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OpacityBy * OpacityBy::Clone() const
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{
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return new OpacityBy(duration_, delta_val_);
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}
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OpacityBy * OpacityBy::Reverse() const
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{
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return new OpacityBy(duration_, -delta_val_);
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}
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OpacityTo::OpacityTo(float duration, float opacity)
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: OpacityBy(duration, 0)
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{
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end_val_ = opacity;
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}
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OpacityTo * OpacityTo::Clone() const
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{
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return new OpacityTo(duration_, end_val_);
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}
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void OpacityTo::Initialize()
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{
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OpacityBy::Initialize();
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delta_val_ = end_val_ - start_val_;
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}
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FadeIn::FadeIn(float duration)
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: OpacityTo(duration, 1)
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{
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}
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FadeOut::FadeOut(float duration)
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: OpacityTo(duration, 0)
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{
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}
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//-------------------------------------------------------
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// Rotate Action
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//-------------------------------------------------------
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RotateBy::RotateBy(float duration, float rotation)
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: FiniteTimeAction(duration)
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{
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delta_val_ = rotation;
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}
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void RotateBy::Initialize()
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{
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FiniteTimeAction::Initialize();
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if (target_)
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{
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start_val_ = target_->GetRotation();
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}
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}
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void RotateBy::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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target_->SetRotation(start_val_ + delta_val_ * delta_);
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}
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}
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RotateBy * RotateBy::Clone() const
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{
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return new RotateBy(duration_, delta_val_);
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}
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RotateBy * RotateBy::Reverse() const
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{
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return new RotateBy(duration_, -delta_val_);
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}
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RotateTo::RotateTo(float duration, float rotation)
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: RotateBy(duration, 0)
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{
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end_val_ = rotation;
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}
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RotateTo * RotateTo::Clone() const
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{
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return new RotateTo(duration_, end_val_);
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}
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void RotateTo::Initialize()
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{
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RotateBy::Initialize();
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delta_val_ = end_val_ - start_val_;
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}
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//-------------------------------------------------------
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// Delay
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//-------------------------------------------------------
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Delay::Delay(float duration)
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: delta_(0)
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, delay_(std::max(duration, 0.f))
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{
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}
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void Delay::Reset()
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{
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Action::Reset();
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delta_ = 0;
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}
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void Delay::Initialize()
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{
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Action::Initialize();
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}
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void Delay::Update()
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{
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Action::Update();
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|
|
|
||
|
|
delta_ = (time::Now() - started_).Seconds();
|
||
|
|
|
||
|
|
if (delta_ >= delay_)
|
||
|
|
{
|
||
|
|
this->Stop();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void Delay::ResetTime()
|
||
|
|
{
|
||
|
|
Action::ResetTime();
|
||
|
|
started_ = time::Now() - time::Second * delta_;
|
||
|
|
}
|
||
|
|
|
||
|
|
Delay * Delay::Clone() const
|
||
|
|
{
|
||
|
|
return new Delay(delay_);
|
||
|
|
}
|
||
|
|
|
||
|
|
Delay * Delay::Reverse() const
|
||
|
|
{
|
||
|
|
return new Delay(delay_);
|
||
|
|
}
|
||
|
|
}
|