Magic_Game/core/actions/JumpBy.cpp

54 lines
1005 B
C++

#include "..\e2daction.h"
#include "..\e2dobject.h"
e2d::JumpBy::JumpBy(float duration, const Point & vec, float height, int jumps)
: FiniteTimeAction(duration)
, delta_pos_(vec)
, height_(height)
, jumps_(jumps)
{
}
e2d::JumpBy * e2d::JumpBy::Clone() const
{
return new JumpBy(duration_, delta_pos_, height_, jumps_);
}
e2d::JumpBy * e2d::JumpBy::Reverse() const
{
return new JumpBy(duration_, -delta_pos_, height_, jumps_);
}
void e2d::JumpBy::Init()
{
FiniteTimeAction::Init();
if (target_)
{
prev_pos_ = start_pos_ = target_->GetPos();
}
}
void e2d::JumpBy::Update()
{
FiniteTimeAction::Update();
if (target_)
{
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_;
Point currentPos = target_->GetPos();
Point diff = currentPos - prev_pos_;
start_pos_ = diff + start_pos_;
Point newPos = start_pos_ + Point(x, y);
target_->SetPos(newPos);
prev_pos_ = newPos;
}
}