use of com.janfic.games.computercombat.actors.SoftwareActor in project computercombat by janfic.
the class CardToFrontAnimation method animate.
@Override
public List<List<Action>> animate(String currentPlayerUID, String playerUID, MatchScreen screen, float animationSpeed) {
List<List<Action>> animation = new ArrayList<>();
List<Action> toFrontActions = new ArrayList<>();
for (Card card : cards) {
SoftwareActor first = screen.getSoftwareActors().get(card.getOwnerUID()).get(0);
SoftwareActor actor = screen.getSoftwareActorByMatchID(card.getOwnerUID(), card.getMatchID());
screen.getSoftwareActors().get(card.getOwnerUID()).remove(actor);
screen.getSoftwareActors().get(card.getOwnerUID()).add(0, actor);
Action toFrontAction = Actions.sequence(Actions.moveTo(first.getX(), first.getY(), 1 * animationSpeed), Actions.run(() -> {
screen.buildPanels();
}));
toFrontAction.setActor(actor);
toFrontActions.add(toFrontAction);
}
animation.add(toFrontActions);
return animation;
}
use of com.janfic.games.computercombat.actors.SoftwareActor in project computercombat by janfic.
the class ChangeStatAnim method animate.
@Override
public List<List<Action>> animate(String currentPlayerUID, String playerUID, MatchScreen screen, float animationSpeed) {
List<List<Action>> animation = new ArrayList<>();
List<Action> actions = new ArrayList<>();
if (card instanceof Card) {
SoftwareActor softwareActor = screen.getSoftwareActorByMatchID(this.playerUID, card.getMatchID());
Action action = new ChangeStatAction(1 * animationSpeed, statChange, newAmount);
action.setActor(softwareActor);
actions.add(action);
}
animation.add(actions);
return animation;
}
use of com.janfic.games.computercombat.actors.SoftwareActor in project computercombat by janfic.
the class DestroyCardAnimation method animate.
@Override
public List<List<Action>> animate(String currentPlayerUID, String playerUID, MatchScreen screen, float animationSpeed) {
List<List<Action>> animation = new ArrayList<>();
List<Action> actions = new ArrayList<>();
for (Card card : destroyed) {
SoftwareActor actor = screen.getSoftwareActorByMatchID(this.playerUID, card.getMatchID());
Action action = Actions.sequence(Actions.fadeOut(1 * animationSpeed), Actions.removeActor(), Actions.run(new Runnable() {
@Override
public void run() {
screen.getSoftwareActors().get(DestroyCardAnimation.this.playerUID).remove(actor);
screen.buildPanels();
}
}));
action.setActor(actor);
actions.add(action);
}
animation.add(actions);
return animation;
}
use of com.janfic.games.computercombat.actors.SoftwareActor in project computercombat by janfic.
the class ReceiveDamageAnimation method animate.
@Override
public List<List<Action>> animate(String currentPlayerUID, String playerUID, MatchScreen screen, float animationSpeed) {
List<List<Action>> animations = new ArrayList<>();
List<Action> changeColorActions = new ArrayList<>();
SoftwareActor softwareActor = screen.getSoftwareActorByMatchID(reciever.getOwnerUID(), reciever.getMatchID());
Card a = softwareActor.getSoftware();
int armorDecrease = a.getArmor() > 0 ? Math.min(a.getArmor(), damage) : 0;
int healthDecrease = a.getHealth() <= damage - armorDecrease ? a.getHealth() : damage - armorDecrease;
Action attackedAction = Actions.sequence(Actions.delay(0.5f * animationSpeed), Actions.color(Color.RED), Actions.color(Color.WHITE, 0.4f * animationSpeed), new ChangeStatAction(0.5f * animationSpeed, "armor", -armorDecrease), new ChangeStatAction(0.5f * animationSpeed, "health", -healthDecrease));
attackedAction.setActor(softwareActor);
changeColorActions.add(attackedAction);
animations.add(changeColorActions);
return animations;
}
use of com.janfic.games.computercombat.actors.SoftwareActor 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;
}
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