use of com.janfic.games.computercombat.actors.ComponentActor in project computercombat by janfic.
the class TransformComponentsAnimation method animate.
@Override
public List<List<Action>> animate(String currentPlayerUID, String playerUID, MatchScreen screen, float animationSpeed) {
List<List<Action>> animation = new ArrayList<>();
List<Action> transformAnimation = new ArrayList<>();
for (int i = 0; i < originalComponents.size(); i++) {
Component originalComponent = originalComponents.get(i);
Component newComponent = newComponents.get(i);
for (ComponentActor componentActor : screen.getBoard().getComponents()) {
if (componentActor.getComponent().equals(originalComponent)) {
Action transformAction = Actions.sequence(Actions.fadeOut(0.25f * animationSpeed), Actions.run(() -> {
componentActor.setRegion(newComponent);
}), Actions.fadeIn(0.25f * animationSpeed));
transformAction.setActor(componentActor);
transformAnimation.add(transformAction);
}
}
}
animation.add(transformAnimation);
return animation;
}
use of com.janfic.games.computercombat.actors.ComponentActor in project computercombat by janfic.
the class CascadeAnimation method animate.
@Override
public List<List<Action>> animate(String currentPlayerUID, String playerUID, MatchScreen screen, float animationSpeed) {
Board board = screen.getBoard();
List<List<Action>> actions = new ArrayList<>();
List<Action> cascadeAnimation = new ArrayList<>();
Map<Integer, List<CascadeData>> newComponentFallingOrder = new HashMap<>();
for (CascadeData cas : cascade) {
boolean found = false;
for (Cell<ComponentActor>[] cells : board.getBoard()) {
for (Cell<ComponentActor> cell : cells) {
if (cell.getActor().getComponent().equals(cas.getOriginalComponent())) {
int x = cas.getFallenComponent().getX();
int y = cas.getFallenComponent().getY();
Action moveAction = Actions.moveTo(24 * x + 7, (8 - (cas.getFallenComponent().getY() + 1)) * 24 + 7, ((cas.getFallenComponent().getY() - cas.getOriginalComponent().getY()) / 4f) * animationSpeed, Interpolation.pow2In);
moveAction.setActor(cell.getActor());
cascadeAnimation.add(moveAction);
found = true;
}
}
}
if (!found) {
List<CascadeData> columnFall = newComponentFallingOrder.getOrDefault(cas.getOriginalComponent().getX(), new ArrayList<>());
columnFall.add(cas);
newComponentFallingOrder.put(cas.getOriginalComponent().getX(), columnFall);
}
}
Group newSpawn = board.getNewComponentSpawn().getActor();
for (int x = 0; x < board.getBoard().length; x++) {
List<CascadeData> columnFall = newComponentFallingOrder.get(x);
if (columnFall == null) {
continue;
}
columnFall.sort(new Comparator<CascadeData>() {
@Override
public int compare(CascadeData o1, CascadeData o2) {
return o2.getFallenComponent().getY() - o1.getFallenComponent().getY();
}
});
for (int i = 0; i < columnFall.size(); i++) {
ComponentActor component = new ComponentActor(columnFall.get(i).getFallenComponent());
newSpawn.addActor(component);
component.setPosition(24 * x, 3000);
Action move = Actions.sequence(Actions.moveTo(24 * x, i * 24), Actions.moveTo(24 * x, -(columnFall.get(i).getFallenComponent().getY() + 1) * 24, ((columnFall.get(i).getFallenComponent().getY() - (-1 - i)) / 4f) * animationSpeed, Interpolation.pow2In));
move.setActor(component);
cascadeAnimation.add(move);
}
}
actions.add(cascadeAnimation);
return actions;
}
use of com.janfic.games.computercombat.actors.ComponentActor in project computercombat by janfic.
the class CollectAnimation method animate.
@Override
public List<List<Action>> animate(String currentPlayerUID, String playerUID, MatchScreen screen, float animationSpeed) {
Map<String, ComputerActor> computerActors = screen.getComputerActors();
Map<String, List<SoftwareActor>> softwareActors = screen.getSoftwareActors();
Board board = screen.getBoard();
List<List<Action>> actions = new ArrayList<>();
List<Action> popAction = new ArrayList<>();
List<ComponentActor> componentActors = board.getComponents();
for (Component component : getAllComponents()) {
for (ComponentActor componentActor : componentActors) {
if (componentActor.getComponent().equals(component)) {
boolean isPlayerMove = currentPlayerUID.equals(playerUID);
Action a = Actions.sequence(Actions.fadeOut(0.35f * animationSpeed), Actions.delay(0.35f * animationSpeed), Actions.moveTo(isPlayerMove ? 0 : board.getWidth() - 7 - 24, (8 - (componentActor.getComponent().getY() + 1)) * 24 + 7, (isPlayerMove ? componentActor.getComponent().getX() : 7 - componentActor.getComponent().getX()) / 6f * animationSpeed));
a.setActor(componentActor);
componentActor.setZIndex(0);
Action b = Actions.sequence(Actions.fadeOut(0), Actions.visible(true), Actions.fadeIn(0.7f * animationSpeed), Actions.fadeOut((isPlayerMove ? componentActor.getComponent().getX() : 7 - componentActor.getComponent().getX()) / 6f * animationSpeed, Interpolation.fade));
b.setActor(componentActor.getCollectedRegion());
Image collectedComponent = new Image(board.getSkin(), "collected_component");
board.getStage().addActor(collectedComponent);
collectedComponent.setColor(board.getSkin().getColor(component.getTextureName().toUpperCase()).cpy().mul(1, 1, 1, 0));
collectedComponent.setZIndex(10);
int i = 4;
final ComputerActor computerActor = computerActors.get(currentPlayerUID);
SoftwareActor tempActor = null;
if (progress.containsKey(component.toString())) {
Card c = progress.get(component.toString());
for (int j = 0; j < softwareActors.get(currentPlayerUID).size(); j++) {
SoftwareActor softwareActor = softwareActors.get(currentPlayerUID).get(j);
if (c.equals(softwareActor.getSoftware())) {
tempActor = softwareActor;
i = j;
break;
}
}
}
final SoftwareActor progressActor = tempActor;
Vector2 start = new Vector2(isPlayerMove ? -5 : board.getWidth() + 3, (8 - (componentActor.getComponent().getY() + 1)) * 24 + 7 + 12 - 4);
start = board.localToStageCoordinates(start);
Vector2 end = board.localToStageCoordinates(new Vector2(isPlayerMove ? -5 : board.getWidth() + 3, gutterYs[i]));
collectedComponent.setPosition(start.x, start.y);
Action c = Actions.sequence(Actions.delay(animationSpeed * (isPlayerMove ? componentActor.getComponent().getX() : 7 - componentActor.getComponent().getX()) / 4f + 0.7f - 0.2f), Actions.scaleTo(1, 4 * animationSpeed), Actions.fadeIn(0.2f * animationSpeed), Actions.parallel(Actions.moveTo(end.x, end.y, Math.abs(end.y - start.y) / 100f * animationSpeed, Interpolation.exp5), Actions.sequence(Actions.scaleTo(1, 10, Math.abs(end.y - start.y) / 200f * animationSpeed, Interpolation.circleIn), Actions.scaleTo(1, 1, Math.abs(end.y - start.y) / 200f * animationSpeed, Interpolation.circleOut))), Actions.parallel(Actions.moveBy(isPlayerMove ? -13 : 13, 0, 0.1f * animationSpeed, Interpolation.exp5), Actions.scaleTo(2, 1, 0.1f * animationSpeed)), Actions.fadeOut(0.1f * animationSpeed), Actions.run(new Runnable() {
@Override
public void run() {
if (progressActor == null) {
computerActor.getComputer().recieveProgress(1);
computerActor.addProgress(1);
} else {
progressActor.getSoftware().recieveProgress(1);
for (Actor actor : progressActor.getLEDs().getChildren()) {
LEDActor led = (LEDActor) actor;
if (led.getComponentColor().equals(SoftwareActor.components.get(component.getColor()))) {
led.setLightOn(true);
}
}
}
}
}), Actions.delay(0.5f * animationSpeed), Actions.run(new Runnable() {
@Override
public void run() {
if (progressActor != null) {
for (Actor actor : progressActor.getLEDs().getChildren()) {
LEDActor led = (LEDActor) actor;
if (led.getComponentColor().equals(SoftwareActor.components.get(component.getColor()))) {
led.setLightOn(false);
}
}
}
}
}), Actions.removeActor());
c.setActor(collectedComponent);
popAction.add(a);
popAction.add(b);
popAction.add(c);
}
}
}
actions.add(popAction);
return actions;
}
use of com.janfic.games.computercombat.actors.ComponentActor in project computercombat by janfic.
the class SpawnAnimation method animate.
@Override
public List<List<Action>> animate(String currentPlayerUID, String playerUID, MatchScreen screen, float animationSpeed) {
List<List<Action>> animation = new ArrayList<>();
List<Action> spawn = new ArrayList<>();
for (Component oldComponent : oldComponents) {
Action fade = Actions.fadeOut(0.5f);
fade.setActor(screen.getBoard().getBoard()[oldComponent.getX()][oldComponent.getY()].getActor());
spawn.add(fade);
}
for (Component component : spawned) {
ComponentActor componentActor = new ComponentActor(component);
componentActor.setVisible(false);
screen.getBoard().getBoard()[component.getX()][component.getY()].setActor(componentActor);
Action spawnAction = Actions.sequence(Actions.scaleTo(1.5f, 1.5f), Actions.alpha(0), Actions.visible(true), Actions.parallel(Actions.scaleTo(1, 1, 0.5f * animationSpeed), Actions.fadeIn(0.5f * animationSpeed)));
spawnAction.setActor(componentActor);
spawn.add(spawnAction);
}
animation.add(spawn);
return animation;
}
use of com.janfic.games.computercombat.actors.ComponentActor in project computercombat by janfic.
the class SwitchAnimation method animate.
@Override
public List<List<Action>> animate(String currentPlayerUID, String playerUID, MatchScreen screen, float animationSpeed) {
List<List<Action>> actions = new ArrayList<>();
if (currentPlayerUID.equals(playerUID)) {
return actions;
}
ComponentActor aActor = screen.getBoard().getBoard()[a.getX()][a.getY()].getActor(), bActor = screen.getBoard().getBoard()[b.getX()][b.getY()].getActor();
if (aActor == null || bActor == null || aActor == bActor) {
return actions;
}
List<Action> switchActions = new ArrayList<>();
Vector2 sA = new Vector2(aActor.getX(), aActor.getY());
Vector2 sB = new Vector2(bActor.getX(), bActor.getY());
Action actionA = Actions.sequence(Actions.rotateTo(0), Actions.moveTo(sA.x, sA.y, 0.35f * animationSpeed), Actions.scaleTo(1, 1, 0.25f * animationSpeed), Actions.rotateTo(0, 0.25f * animationSpeed));
Action actionB = Actions.sequence(Actions.rotateTo(0), Actions.moveTo(sB.x, sB.y, 0.35f * animationSpeed), Actions.scaleTo(1, 1, 0.25f * animationSpeed), Actions.rotateTo(0, 0.25f * animationSpeed));
actionA.setActor(bActor);
actionB.setActor(aActor);
switchActions.add(actionA);
switchActions.add(actionB);
System.out.println("ANIMATION");
actions.add(switchActions);
return actions;
}
Aggregations