/*
* -----------------------------------------------------------------------
* Copyright 2012 - Alistair Rutherford - www.netthreads.co.uk
* -----------------------------------------------------------------------
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
package com.netthreads.libgdx.action;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.scenes.scene2d.Action;
import com.badlogic.gdx.utils.Pool;
/**
* BodyGravityUpdateAction - Box2D Action
*
* Apply increment of gravity force to body to simulate sinking or floating.
*
*/
public class BodyGravityAction extends Action
{
private World world;
private Body body;
private float gravityOffset;
private boolean randomise;
private static final Pool<BodyGravityAction> pool = new Pool<BodyGravityAction>(10, 100)
{
@Override
protected BodyGravityAction newObject()
{
BodyGravityAction action = new BodyGravityAction();
action.setPool(this);
return action;
}
};
/**
* Get instance from pool.
*
* @param world
* The Box2D world reference.
* @param body
* The Box2D body reference.
* @param gravityOffset
* The gravity increment from the world setting to apply.
* @param randomise
* Whether to randomise across the offset value to get more
* realistic behaviour.
* @return
*/
public static BodyGravityAction $(World world, Body body, float gravityOffset, boolean randomise)
{
BodyGravityAction action = pool.obtain();
action.setWorld(world);
action.setBody(body);
action.setGravityOffset(gravityOffset);
action.setRandomise(randomise);
return action;
}
/**
* Action.
*
*/
@Override
public boolean act(float delta)
{
float gravityToApply = world.getGravity().y;
if (randomise)
{
gravityToApply = gravityToApply + ((float) Math.random() * gravityOffset);
}
else
{
gravityToApply = gravityToApply + gravityOffset;
}
body.applyForceToCenter(0, gravityToApply, true);
return false;
}
public World getWorld()
{
return world;
}
public void setWorld(World world)
{
this.world = world;
}
/**
* Set Body reference.
*
* @param body
*/
private void setBody(Body body)
{
this.body = body;
}
/**
* Fetch Body reference.
*
* @return The Body reference.
*/
public Body getBody()
{
return body;
}
public float getGravityOffset()
{
return gravityOffset;
}
public void setGravityOffset(float gravityOffset)
{
this.gravityOffset = gravityOffset;
}
public boolean isRandomise()
{
return randomise;
}
public void setRandomise(boolean randomise)
{
this.randomise = randomise;
}
}