/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.replica.replicaisland; /** * A game component that implements velocity-based movement. */ public class MovementComponent extends GameComponent { // If multiple game components were ever running in different threads, this would need // to be non-static. private static Interpolator sInterpolator = new Interpolator(); public MovementComponent() { super(); setPhase(ComponentPhases.MOVEMENT.ordinal()); } @Override public void reset() { } @Override public void update(float timeDelta, BaseObject parent) { GameObject object = (GameObject) parent; sInterpolator.set(object.getVelocity().x, object.getTargetVelocity().x, object.getAcceleration().x); float offsetX = sInterpolator.interpolate(timeDelta); float newX = object.getPosition().x + offsetX; float newVelocityX = sInterpolator.getCurrent(); sInterpolator.set(object.getVelocity().y, object.getTargetVelocity().y, object.getAcceleration().y); float offsetY = sInterpolator.interpolate(timeDelta); float newY = object.getPosition().y + offsetY; float newVelocityY = sInterpolator.getCurrent(); if (object.positionLocked == false) { object.getPosition().set(newX, newY); } object.getVelocity().set(newVelocityX, newVelocityY); } }