/*
* opsu! - an open-source osu! client
* Copyright (C) 2014-2017 Jeffrey Han
*
* opsu! is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* opsu! is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
*/
package itdelatrisu.opsu.ui;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.ui.animations.AnimatedValue;
import itdelatrisu.opsu.ui.animations.AnimationEquation;
import org.newdawn.slick.Image;
/**
* Star fountain consisting of two star streams.
*/
public class StarFountain {
/** The (approximate) number of stars in each burst. */
private static final int BURST_SIZE = 125;
/** Star streams. */
private final StarStream left, right;
/** Burst progress. */
private final AnimatedValue burstProgress = new AnimatedValue(1000, 0, 1, AnimationEquation.LINEAR);
/** The maximum direction offsets. */
private final float xDirection, yDirection;
/** Motion types. */
private enum Motion {
NONE {
@Override
public void init(StarFountain fountain) {
fountain.left.setDirection(0, fountain.yDirection);
fountain.right.setDirection(0, fountain.yDirection);
fountain.left.setDirectionSpread(20f);
fountain.right.setDirectionSpread(20f);
fountain.left.setDurationSpread(1000, 200);
fountain.right.setDurationSpread(1000, 200);
}
},
OUTWARD_SWEEP {
@Override
public void init(StarFountain fountain) {
fountain.left.setDirectionSpread(0f);
fountain.right.setDirectionSpread(0f);
fountain.left.setDurationSpread(850, 0);
fountain.right.setDurationSpread(850, 0);
}
@Override
public void update(StarFountain fountain) {
float t = fountain.burstProgress.getValue();
fountain.left.setDirection(fountain.xDirection - fountain.xDirection * 2f * t, fountain.yDirection);
fountain.right.setDirection(-fountain.xDirection + fountain.xDirection * 2f * t, fountain.yDirection);
}
},
INWARD_SWEEP {
@Override
public void init(StarFountain fountain) { OUTWARD_SWEEP.init(fountain); }
@Override
public void update(StarFountain fountain) {
float t = fountain.burstProgress.getValue();
fountain.left.setDirection(-fountain.xDirection + fountain.xDirection * 2f * t, fountain.yDirection);
fountain.right.setDirection(fountain.xDirection - fountain.xDirection * 2f * t, fountain.yDirection);
}
};
/** Initializes the streams in the fountain. */
public void init(StarFountain fountain) {}
/** Updates the streams in the fountain. */
public void update(StarFountain fountain) {}
}
/** The current motion. */
private Motion motion = Motion.NONE;
/**
* Initializes the star fountain.
* @param containerWidth the container width
* @param containerHeight the container height
*/
public StarFountain(int containerWidth, int containerHeight) {
Image img = GameImage.STAR2.getImage();
float xOffset = containerWidth * 0.125f;
this.xDirection = containerWidth / 2f - xOffset;
this.yDirection = -containerHeight * 0.85f;
this.left = new StarStream(xOffset - img.getWidth() / 2f, containerHeight, 0, yDirection, 0);
this.right = new StarStream(containerWidth - xOffset - img.getWidth() / 2f, containerHeight, 0, yDirection, 0);
left.setScaleSpread(1.1f, 0.2f);
right.setScaleSpread(1.1f, 0.2f);
}
/**
* Draws the star fountain.
*/
public void draw() {
left.draw();
right.draw();
}
/**
* Updates the stars in the fountain by a delta interval.
* @param delta the delta interval since the last call
*/
public void update(int delta) {
left.update(delta);
right.update(delta);
if (burstProgress.update(delta)) {
motion.update(this);
int size = Math.round((float) delta / burstProgress.getDuration() * BURST_SIZE);
left.burst(size);
right.burst(size);
}
}
/**
* Creates a burst of stars to be processed during the next {@link #update(int)} call.
* @param wait if {@code true}, will not burst if a previous burst is in progress
*/
public void burst(boolean wait) {
if (wait && (!burstProgress.isFinished() || !left.isEmpty() || !right.isEmpty()))
return; // previous burst in progress
burstProgress.setTime(0);
Motion lastMotion = motion;
motion = Motion.values()[(int) (Math.random() * Motion.values().length)];
if (motion == lastMotion) // don't do the same sweep twice
motion = Motion.NONE;
motion.init(this);
}
/**
* Clears the stars currently in the fountain.
*/
public void clear() {
left.clear();
right.clear();
burstProgress.setTime(burstProgress.getDuration());
motion = Motion.NONE;
motion.init(this);
}
}