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/*
* Copyright (C) 2010 The Android Open Source Project
*
* 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.replica.replicaisland;
/**
* A game component that implements velocity-based movement.
*/
public class MovementComponent extends GameComponent {
// If multiple game components were ever running in different threads, this would need
// to be non-static.
private static Interpolator sInterpolator = new Interpolator();
public MovementComponent() {
super();
setPhase(ComponentPhases.MOVEMENT.ordinal());
}
@Override
public void reset() {
}
@Override
public void update(float timeDelta, BaseObject parent) {
GameObject object = (GameObject) parent;
sInterpolator.set(object.getVelocity().x, object.getTargetVelocity().x,
object.getAcceleration().x);
float offsetX = sInterpolator.interpolate(timeDelta);
float newX = object.getPosition().x + offsetX;
float newVelocityX = sInterpolator.getCurrent();
sInterpolator.set(object.getVelocity().y, object.getTargetVelocity().y,
object.getAcceleration().y);
float offsetY = sInterpolator.interpolate(timeDelta);
float newY = object.getPosition().y + offsetY;
float newVelocityY = sInterpolator.getCurrent();
if (object.positionLocked == false) {
object.getPosition().set(newX, newY);
}
object.getVelocity().set(newVelocityX, newVelocityY);
}
}