@Override
 public Point2 getScreenPosition(final IsoWorldScene scene, final IsoCamera isoCamera) {
   final float sensibility = 1.0f / isoCamera.getZoomFactor();
   final Point2 delta = this.computeDeltaMouse(sensibility);
   final float maxDistance = 500.0f;
   delta.m_x = MathHelper.clamp(delta.m_x, -500.0f, 500.0f);
   delta.m_y = MathHelper.clamp(delta.m_y, -500.0f, 500.0f);
   Point2 point2 = delta;
   point2.m_x += this.m_startCameraScreenX;
   point2 = delta;
   point2.m_y += this.m_startCameraScreenY;
   return delta;
 }
Esempio n. 2
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 public void update(final DisplayedScreenWorld world, final int deltaTime) {
   this.m_position += deltaTime;
   final ArrayList<DisplayedScreenMap> maps = world.getMaps();
   for (int i = maps.size() - 1; i >= 0; --i) {
     final DisplayedScreenMap map = maps.get(i);
     if (map != null) {
       final DisplayedScreenElement[] elts = map.getElements();
       if (elts != null) {
         for (final DisplayedScreenElement elt : elts) {
           if (elt.isVisible()) {
             final int id = elt.getElement().getCommonProperties().getId();
             if (Sea.WATER_ELEMENTS.contains(id)) {
               final float x = elt.getWorldCellX();
               final float y = elt.getWorldCellY();
               final float d =
                   (float) Math.sqrt(x * x + y * y) + this.m_speed * this.m_position / 1000.0f;
               float amplitude = this.m_amplitude * MathHelper.sinf(6.2831855f * d / this.m_width);
               if (amplitude < 0.0f) {
                 amplitude *= 0.2f;
               }
               final BatchTransformer batchTransformer = elt.getEntitySprite().getTransformer();
               final float tx = batchTransformer.getMatrix().getBuffer()[12];
               final float ty = batchTransformer.getMatrix().getBuffer()[13];
               batchTransformer
                   .getMatrix()
                   .set(
                       new float[] {
                         1.0f + amplitude,
                         0.0f,
                         0.0f,
                         0.0f,
                         0.0f,
                         1.0f + amplitude,
                         0.0f,
                         0.0f,
                         0.0f,
                         0.0f,
                         0.0f,
                         0.0f,
                         tx,
                         ty,
                         0.0f,
                         1.0f
                       });
             }
           }
         }
       }
     }
   }
 }