/** * Starts the effect. * * @param currentLevel the level the effect is taking place on */ public static void start(Level currentLevel) { started = true; CollisionEffect.currentLevel = currentLevel; Point2d shift = currentLevel.getShift(); Ball ball = currentLevel.getBall(); Body intersected = currentLevel.getIntersectingBody(); particles = Particle.generateParticles(ball, intersected); shakeValues = new double[6]; double speed = ball.getVelocity().magnitude(); if (speed < .25) speed = .25; if (speed > 2.5) speed = 2.5; double shakeFactor = 3 * speed / currentLevel.getFollowFactor(); if (currentLevel.getFollowFactor() == 0.0) shakeFactor = .25 * speed; // 1st value is multiplicative factor int sign1 = -1; if (ball.getCenter().x() + shift.x() < 0) { sign1 = 1; } else if (ball.getCenter().x() + shift.x() > 0) { sign1 = CalcHelp.randomSign(); } shakeValues[0] = CalcHelp.randomDouble(35, 40) * shakeFactor * sign1; int sign2 = -1; if (ball.getCenter().y() + shift.y() < 0) { sign2 = 1; } else if (ball.getCenter().y() + shift.y() > 0) { sign2 = CalcHelp.randomSign(); } shakeValues[3] = CalcHelp.randomDouble(35, 40) * shakeFactor * sign2; // 2nd value is sinusoidal factor shakeValues[1] = CalcHelp.randomDouble(45, 50); shakeValues[4] = CalcHelp.randomDouble(45, 50); // 3rd value is exponential factor shakeValues[2] = CalcHelp.randomDouble(-.0035, -.0045); shakeValues[5] = CalcHelp.randomDouble(-.0035, -.0045); startTime = System.currentTimeMillis(); ball.setLaunched(false); }
private static long elapsedTime() { return System.currentTimeMillis() - startTime; }