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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.effects.win;
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import org.distorted.library.effect.Effect;
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import org.distorted.library.effect.EffectQuality;
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import org.distorted.library.effect.PostprocessEffectGlow;
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import org.distorted.library.effect.VertexEffectSink;
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import org.distorted.library.type.Dynamic1D;
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import org.distorted.library.type.Dynamic2D;
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import org.distorted.library.type.Dynamic4D;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static2D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class WinEffectGlow extends WinEffect
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{
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private static final int[] colors = new int[] {0,0,1, 1,0,1, 1,0,0, 1,1,0, 0,1,0, 1,1,1}; // blue, pink, red, yellow, green, white
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private static final int INDEX = 5;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void createEffects(int duration)
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{
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mNodeEffectPosition = new int[] {-1, -1};
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mNodeEffects = new Effect[mNodeEffectPosition.length];
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Dynamic2D haloRadiusDyn = new Dynamic2D(duration,1.0f);
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haloRadiusDyn.add(new Static2D( 0, 0));
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haloRadiusDyn.add(new Static2D(15,50));
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haloRadiusDyn.add(new Static2D( 0, 0));
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Dynamic4D color= new Dynamic4D(duration,1.0f);
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Static4D P1 = new Static4D(colors[3*INDEX],colors[3*INDEX+1], colors[3*INDEX+2], 0.0f);
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Static4D P2 = new Static4D(colors[3*INDEX],colors[3*INDEX+1], colors[3*INDEX+2], 0.5f);
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color.add(P1);
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color.add(P2);
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color.add(P1);
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PostprocessEffectGlow glow = new PostprocessEffectGlow(haloRadiusDyn,color);
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glow.setQuality(EffectQuality.MEDIUM);
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mNodeEffects[0] = glow;
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Dynamic1D degreeDyn= new Dynamic1D(duration,1.0f);
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degreeDyn.add(new Static1D(1.0f));
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degreeDyn.add(new Static1D(1.5f));
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degreeDyn.add(new Static1D(1.0f));
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mNodeEffects[1] = new VertexEffectSink(degreeDyn,new Static3D(0,0,0), new Static4D(0,0,0,0.5f) );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Enable all effects used in this Effect. Called by reflection from the parent class.
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@SuppressWarnings("unused")
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static void enable()
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{
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PostprocessEffectGlow.enable();
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VertexEffectSink.enable();
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}
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}
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