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(double duration, const Vector2 & vec, double height, int jumps)
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: FiniteTimeAction(duration)
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, _deltaPos(vec)
, _height(height)
, _jumps(jumps)
{
}
e2d::JumpBy * e2d::JumpBy::clone() const
{
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return new (std::nothrow) JumpBy(_duration, _deltaPos, _height, _jumps);
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}
e2d::JumpBy * e2d::JumpBy::reverse() const
{
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return new (std::nothrow) JumpBy(_duration, -_deltaPos, _height, _jumps);
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}
void e2d::JumpBy::_init()
{
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FiniteTimeAction::_init();
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if (_target)
{
_prevPos = _startPos = _target->getPos();
}
}
void e2d::JumpBy::_update()
{
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FiniteTimeAction::_update();
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if (_target)
{
double frac = fmod(_delta * _jumps, 1.0);
double x = _deltaPos.x * _delta;
double y = _height * 4 * frac * (1 - frac);
y += _deltaPos.y * _delta;
Point currentPos = _target->getPos();
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Vector2 diff = currentPos - _prevPos;
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_startPos = diff + _startPos;
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Point newPos = _startPos + Vector2(x, y);
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_target->setPos(newPos);
_prevPos = newPos;
}
}