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#include "TargetBlock.h"
#include "minorGems/util/random/StdRandomSource.h"
extern StdRandomSource randSource;
void TargetBlock::initShimmerState( int inShimmerTime ) {
mState = 0;
if( inShimmerTime != -1 ) {
mShimmerTime = inShimmerTime;
}
else {
mShimmerTime = randSource.getRandomBoundedInt( 0, 1000 );
}
}
TargetBlock::TargetBlock( Image *inOverlayImage, const char *inColorSignature,
int inShimmerTime )
: Block( inOverlayImage, inColorSignature ) {
initShimmerState( inShimmerTime );
// replace sprite with plain overlay
delete mSprite;
mSprite = new Sprite( mOverlayImage, false );
}
TargetBlock::TargetBlock( Sprite *inSprite, const char *inColorSignature,
int inShimmerTime )
: Block( inSprite, inColorSignature ) {
initShimmerState( inShimmerTime );
}
void TargetBlock::setState( int inState ) {
mState = inState;
}
TargetBlock *TargetBlock::copy() {
return new TargetBlock( mOverlayImage, mColorSignature,
mShimmerTime );
}
void TargetBlock::step() {
mShimmerTime ++;
switch( mState ) {
case 0:
mFadeFactor = 0.3 + 0.2 * sin( mShimmerTime / 25.0 );
break;
case 1:
// faster
mFadeFactor = 0.3 + 0.2 * sin( mShimmerTime / 5.0 );
break;
case 2:
// invisible
// but fade out gradually
mFadeFactor -= 0.04;
if( mFadeFactor < 0 ) {
mFadeFactor = 0;
}
break;
}
}
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