@Override public void update() { super.update(); visible = (heap == null || Dungeon.visible[heap.pos]); if (dropInterval > 0 && (dropInterval -= Game.elapsed) <= 0) { speed.set(0); acc.set(0); place(heap.pos); if (visible) { boolean water = Level.water[heap.pos]; if (water) { GameScene.ripple(heap.pos); } else { int cell = Dungeon.level.map[heap.pos]; water = (cell == Terrain.WELL || cell == Terrain.ALCHEMY); } if (!(heap.peek() instanceof Gold)) { Sample.INSTANCE.play(water ? Assets.SND_WATER : Assets.SND_STEP, 0.8f, 0.8f, 1.2f); } } } if (visible && glowing != null) { if (glowUp && (phase += Game.elapsed) > glowing.period) { glowUp = false; phase = glowing.period; } else if (!glowUp && (phase -= Game.elapsed) < 0) { glowUp = true; phase = 0; } float value = phase / glowing.period * 0.6f; rm = gm = bm = 1 - value; ra = glowing.red * value; ga = glowing.green * value; ba = glowing.blue * value; } }
public void drop() { if (heap.isEmpty()) { return; } dropInterval = DROP_INTERVAL; speed.set(0, -100); acc.set(0, -speed.y / DROP_INTERVAL * 2); if (visible && heap != null && heap.peek() instanceof Gold) { CellEmitter.center(heap.pos).burst(Speck.factory(Speck.COIN), 5); Sample.INSTANCE.play(Assets.SND_GOLD, 1, 1, Random.Float(0.9f, 1.1f)); } }