示例#1
0
  /**
   * @param x1 #start
   * @param y1 #start
   * @param x2 #end
   * @param y2 #end
   * @param numParticles #density
   */
  public void MakeFrontFire(int x1, int y1, int x2, int y2, int numParticles) {

    final Timeline fronttimeline = new Timeline();

    y2 = (int) (y2 - ((y2 - y1) * .8));
    for (int i = 0; i < numParticles; i++) {
      int size = CoreMath.rand(15, 20);
      int duration = (100 - size) * 10;
      int moveDistance = CoreMath.rand(1, 4 * size);
      double moveDirection = 180; // CoreMath.rand(0,5);
      int startX = x1 + i * (x2 - x1) / numParticles;
      int startY = y1 + i * (y2 - y1) / numParticles;
      int goalX = startX + (int) (moveDistance * Math.cos(moveDirection));
      int goalY = startY + (int) (moveDistance * Math.sin(moveDirection));

      CoreImage image = flame[CoreMath.rand(flame.length - 1)];
      Sprite sprite = new ImageSprite(image, startX, startY);
      sprite.setAnchor(.5, .5);

      sprite.setSize(size * 6, size * 2);
      sprite.alpha.set(50);
      scene.add(sprite);
      fronttimeline.animate(
          sprite.height, sprite.height.get(), sprite.width.get(), duration, Easing.REGULAR_OUT);
      fronttimeline.animateTo(sprite.x, goalX, duration, Easing.REGULAR_OUT);
      fronttimeline.animateTo(sprite.y, goalY, duration, Easing.REGULAR_OUT);
      fronttimeline.at(100).animateTo(sprite.alpha, 0, duration - 100, Easing.REGULAR_OUT);
      fronttimeline.add(new RemoveSpriteEvent(scene.getMainLayer(), sprite, duration));
    }

    scene.addTimeline(fronttimeline);
  }
示例#2
0
 public Centipede(Player p, Level l, int x, int y) {
   super(p, l, "enemy_centipede.png", x, y);
   speed = CoreMath.rand(0.8, 1.4) + (p.getLevelNumber() / 7);
   health = p.getLevelNumber() + CoreMath.rand(2.0, 5.0);
   points = (int) health;
   int size = CoreMath.rand(20, 30);
   setSize(size, size);
 }
  public void load() {
    setCursor(Input.CURSOR_OFF);
    cursor = new ImageSprite("glow.png", 0, 0);
    cursor.setAnchor(0.5, 0.5);
    cursor.visible.set(false);

    // Create the mask
    maskLayer = new Group();
    maskLayer.add(new FilledSprite(gray(18)));
    maskLayer.add(cursor);
    maskLayer.setBlendMode(BlendMode.Multiply());
    maskLayer.createBackBuffer();

    // Create the background image
    Timeline t = new Timeline();
    Group imageLayer = new Group();
    imageLayer.add(new FilledSprite(rgb(0xba9b65)));
    int size = 80;
    int spacing = 16;
    for (int i = -spacing / 2; i < Stage.getWidth(); i += spacing + size) {
      for (int j = -spacing / 2; j < Stage.getHeight(); j += spacing + size) {
        int color1 = colors[CoreMath.rand(colors.length - 1)];
        int color2 = colors[CoreMath.rand(colors.length - 1)];
        FilledSprite sprite = new FilledSprite(i, j, size, size, color1);
        imageLayer.add(sprite);
        int delay1 = CoreMath.rand(20000);
        int delay2 = delay1 + CoreMath.rand(20000);
        t.set(sprite.fillColor, color2, delay1);
        t.set(sprite.fillColor, color1, delay2);
      }
    }
    t.loopForever();
    addTimeline(t);

    // Add the layers to the scene
    addLayer(imageLayer);
    addLayer(maskLayer);
  }
示例#4
0
  /**
   * @param x1 #start
   * @param y1 #start
   * @param x2 #end
   * @param y2 #end
   */
  public void MakeFire(int x1, int y1, int x2, int y2) {

    final Timeline backtimeline = new Timeline();

    for (int i = 0; i < 1; i++) {
      int size = CoreMath.rand(25, 50);
      int duration = (100 - size) * 10;
      if (duration < 0) {
        duration = 10;
      }
      int moveDistance = CoreMath.rand(70, 150 - size);
      double moveDirection = 180; // CoreMath.rand(0);

      int startX = x1 + i * (x2 - x1);
      int startY = y1 + i * (y2 - y1);
      int goalX = startX + (int) (moveDistance * Math.cos(moveDirection));
      int goalY = startY + (int) (moveDistance * Math.sin(moveDirection));

      CoreImage image = flame[CoreMath.rand(flame.length - 1)];
      Sprite sprite = new ImageSprite(image, startX, startY);
      sprite.setAnchor(.5, .5);

      sprite.setSize(size, size);
      scene.add(sprite);
      scene.getMainLayer().moveToBottom(sprite);
      scene.getMainLayer().moveUp(sprite);
      backtimeline.animateTo(sprite.x, goalX, duration, Easing.REGULAR_OUT);
      backtimeline.animateTo(sprite.y, goalY, duration, Easing.REGULAR_OUT);
      backtimeline.at(100).animateTo(sprite.alpha, 0, duration - 100, Easing.REGULAR_OUT);
      backtimeline.add(new RemoveSpriteEvent(scene.getMainLayer(), sprite, duration));
    }

    scene.addTimeline(backtimeline);

    MakeFrontFire(x1, y1, x2, y2, 1);
  }