Home | History | Annotate | Download | only in replicaisland
      1 /*
      2  * Copyright (C) 2010 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 package com.replica.replicaisland;
     18 
     19 
     20 /**
     21  * A game component that implements velocity-based movement.
     22  */
     23 public class MovementComponent extends GameComponent {
     24     // If multiple game components were ever running in different threads, this would need
     25     // to be non-static.
     26     private static Interpolator sInterpolator = new Interpolator();
     27 
     28     public MovementComponent() {
     29         super();
     30         setPhase(ComponentPhases.MOVEMENT.ordinal());
     31     }
     32 
     33     @Override
     34     public void reset() {
     35 
     36     }
     37 
     38     @Override
     39     public void update(float timeDelta, BaseObject parent) {
     40         GameObject object = (GameObject) parent;
     41 
     42         sInterpolator.set(object.getVelocity().x, object.getTargetVelocity().x,
     43                 object.getAcceleration().x);
     44         float offsetX = sInterpolator.interpolate(timeDelta);
     45         float newX = object.getPosition().x + offsetX;
     46         float newVelocityX = sInterpolator.getCurrent();
     47 
     48         sInterpolator.set(object.getVelocity().y, object.getTargetVelocity().y,
     49                 object.getAcceleration().y);
     50         float offsetY = sInterpolator.interpolate(timeDelta);
     51         float newY = object.getPosition().y + offsetY;
     52         float newVelocityY = sInterpolator.getCurrent();
     53 
     54         if (object.positionLocked == false) {
     55             object.getPosition().set(newX, newY);
     56         }
     57 
     58         object.getVelocity().set(newVelocityX, newVelocityY);
     59     }
     60 
     61 }
     62