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1 /*
2  * Copyright (C) 2010 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package com.replica.replicaisland;
18 
19 /**
20  * Maintains a canonical time step, in seconds, for the entire game engine.  This time step
21  * represents real changes in time but is only updated once per frame.
22  */
23 // TODO: time distortion effects could go here, or they could go into a special object manager.
24 public class TimeSystem extends BaseObject {
25     private float mGameTime;
26     private float mRealTime;
27     private float mFreezeDelay;
28     private float mGameFrameDelta;
29     private float mRealFrameDelta;
30 
31     private float mTargetScale;
32     private float mScaleDuration;
33     private float mScaleStartTime;
34     private boolean mEaseScale;
35 
36     private static final float EASE_DURATION = 0.5f;
37 
TimeSystem()38     public TimeSystem() {
39         super();
40         reset();
41     }
42 
43     @Override
reset()44     public void reset() {
45         mGameTime = 0.0f;
46         mRealTime = 0.0f;
47         mFreezeDelay = 0.0f;
48         mGameFrameDelta = 0.0f;
49         mRealFrameDelta = 0.0f;
50 
51         mTargetScale = 1.0f;
52         mScaleDuration = 0.0f;
53         mScaleStartTime = 0.0f;
54         mEaseScale = false;
55     }
56 
57     @Override
update(float timeDelta, BaseObject parent)58     public void update(float timeDelta, BaseObject parent) {
59     	mRealTime += timeDelta;
60     	mRealFrameDelta = timeDelta;
61 
62         if (mFreezeDelay > 0.0f) {
63             mFreezeDelay -= timeDelta;
64             mGameFrameDelta = 0.0f;
65         } else {
66         	float scale = 1.0f;
67         	if (mScaleStartTime > 0.0f) {
68         		final float scaleTime = mRealTime - mScaleStartTime;
69         		if (scaleTime > mScaleDuration) {
70         			mScaleStartTime = 0;
71         		} else {
72         			if (mEaseScale) {
73         				if (scaleTime <= EASE_DURATION) {
74         					// ease in
75         					scale = Lerp.ease(1.0f, mTargetScale, EASE_DURATION, scaleTime);
76         				} else if (mScaleDuration - scaleTime < EASE_DURATION) {
77         					// ease out
78         					final float easeOutTime = EASE_DURATION - (mScaleDuration - scaleTime);
79         					scale = Lerp.ease(mTargetScale, 1.0f, EASE_DURATION, easeOutTime);
80         				} else {
81         					scale = mTargetScale;
82         				}
83         			} else {
84         				scale = mTargetScale;
85         			}
86         		}
87             }
88 
89             mGameTime += (timeDelta * scale);
90             mGameFrameDelta = (timeDelta * scale);
91         }
92 
93 
94     }
95 
getGameTime()96     public float getGameTime() {
97         return mGameTime;
98     }
99 
getRealTime()100     public float getRealTime() {
101         return mRealTime;
102     }
103 
getFrameDelta()104     public float getFrameDelta() {
105         return mGameFrameDelta;
106     }
107 
getRealTimeFrameDelta()108     public float getRealTimeFrameDelta() {
109         return mRealFrameDelta;
110     }
111 
freeze(float seconds)112     public void freeze(float seconds) {
113         mFreezeDelay = seconds;
114     }
115 
appyScale(float scaleFactor, float duration, boolean ease)116     public void appyScale(float scaleFactor, float duration, boolean ease) {
117     	mTargetScale = scaleFactor;
118     	mScaleDuration = duration;
119     	mEaseScale = ease;
120     	if (mScaleStartTime <= 0.0f) {
121     		mScaleStartTime = mRealTime;
122     	}
123     }
124 
125 }
126