/* * The MIT License (MIT) * * Copyright (c) 2013 Goran Mrzljak * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package com.turbogerm.helljump.game; public final class CollisionEffects { public static final int JUMP_BOOST = 0; public static final int BURN = 1; public static final int REPOSITION_PLATFORMS = 2; public static final int VISIBLE_ON_JUMP = 3; private static final int NUM_EFFECTS = 4; public static final int JUMP_BOOST_SPEED_INDEX = 0; public static final int JUMP_BOOST_SOUND_VOLUME_INDEX = 1; private final boolean mEffects[]; private final float mValues[][]; public CollisionEffects() { mEffects = new boolean[NUM_EFFECTS]; mValues = new float[NUM_EFFECTS][]; for (int i = 0; i < NUM_EFFECTS; i++) { if (i == JUMP_BOOST) { mValues[i] = new float[2]; } else { mValues[i] = new float[i]; } } } public void clear() { for (int i = 0; i < NUM_EFFECTS; i++) { mEffects[i] = false; } } public void set(int effect) { mEffects[effect] = true; } public void set(int effect, int valueIndex, float value) { mEffects[effect] = true; mValues[effect][valueIndex] = value; } public void set(int effect, float value) { set(effect, 0, value); } public boolean isEffectActive(int effect) { return mEffects[effect]; } public float getValue(int effect, int valueIndex) { return mValues[effect][valueIndex]; } public float getValue(int effect) { return getValue(effect, 0); } }