
com.threerings.media.util.SmoothBobblePath Maven / Gradle / Ivy
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// https://github.com/threerings/nenya
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.media.util;
import com.samskivert.util.RandomUtil;
/**
* Bobble a Pathable smoothly.
*/
public class SmoothBobblePath extends BobblePath
{
public SmoothBobblePath (int dx, int dy, long duration)
{
this(dx, dy, duration, 1L);
}
public SmoothBobblePath (int dx, int dy, long duration, long updateFreq)
{
super(dx, dy, duration, updateFreq);
}
@Override
public void init (Pathable pable, long tickstamp)
{
super.init(pable, tickstamp);
_newx = _sx;
_newy = _sy;
_oldx = _sx;
_oldy = _sy;
}
@Override
public boolean tick (Pathable pable, long tickStamp)
{
// see if we need to stop
if (_stopTime <= tickStamp) {
boolean updated = updatePositionTo(pable, _sy, _sy);
pable.pathCompleted(tickStamp);
return updated;
}
// see if it's time to update the position
if (_nextMove < tickStamp) {
_oldx = _newx;
_oldy = _newy;
do {
_newx = _sx + RandomUtil.getInt(_dx * 2 + 1) - _dx;
_newy = _sy + RandomUtil.getInt(_dy * 2 + 1) - _dy;
} while (_newx == _oldx && _newy == _oldy);
_nextMove = tickStamp + _updateFreq;
}
float movePerc = (float)(_nextMove - tickStamp) / (float)_updateFreq;
int x = _oldx + (int)((_newx - _oldx) * movePerc);
int y = _oldy + (int)((_newy - _oldy) * movePerc);
// update the position
return updatePositionTo(pable, x, y);
}
/** The previous position. */
protected int _oldx, _oldy;
/** The next position. */
protected int _newx, _newy;
}
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