Magic_Game/core/actions/JumpBy.cpp

76 lines
2.1 KiB
C++

// 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.
#include "..\e2daction.h"
#include "..\e2dobject.h"
namespace easy2d
{
JumpBy::JumpBy(float duration, const Point & vec, float height, int jumps)
: FiniteTimeAction(duration)
, delta_pos_(vec)
, height_(height)
, jumps_(jumps)
{
}
JumpBy * JumpBy::Clone() const
{
return new JumpBy(duration_, delta_pos_, height_, jumps_);
}
JumpBy * JumpBy::Reverse() const
{
return new JumpBy(duration_, -delta_pos_, height_, jumps_);
}
void JumpBy::Init()
{
FiniteTimeAction::Init();
if (target_)
{
prev_pos_ = start_pos_ = target_->GetPosition();
}
}
void 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_->GetPosition();
Point diff = currentPos - prev_pos_;
start_pos_ = diff + start_pos_;
Point newPos = start_pos_ + Point(x, y);
target_->SetPosition(newPos);
prev_pos_ = newPos;
}
}
}