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package brickbreaker;
import javafx.animation.*;
import javafx.scene.*;
import javafx.scene.image.*;
import javafx.scene.input.*;
def STATE_SHOW_TITLE = 0;
def STATE_SHOW_STRIKE = 1;
def STATE_SUN = 2;
def SUN_AMPLITUDE_X = bind Config.screenWidth * 2 / 3;
def SUN_AMPLITUDE_Y = bind Config.screenHeight / 2;
public class Splash extends CustomNode {
public function start() {
background.requestFocus();
timeline.play();
}
public function stop() {
timeline.stop();
}
def background = ImageView {
focusTraversable: true
image: Config.images[Config.IMAGE_BACKGROUND]
fitWidth: Config.screenWidth
fitHeight: Config.screenHeight
onMousePressed: function( e: MouseEvent ):Void {
Main.mainFrame.startGame();
}
onKeyPressed: function( e: KeyEvent ):Void {
Main.mainFrame.startGame();
}
}
def brick: ImageView = ImageView {
image: Config.images[Config.IMAGE_SPLASH_BRICK]
translateX: -1000
translateY: bind brick.image.height
}
def brickShadow: ImageView = ImageView {
image: Config.images[Config.IMAGE_SPLASH_BRICKSHADOW]
translateX: -1000
}
def breaker = ImageView {
image: Config.images[Config.IMAGE_SPLASH_BREAKER]
translateX: -1000
translateY: brick.translateY + brick.image.height * 5 /4
}
def breakerShadow: ImageView = ImageView {
image: Config.images[Config.IMAGE_SPLASH_BREAKERSHADOW]
translateX: -1000
}
def strike: ImageView = ImageView {
image: Config.images[Config.IMAGE_SPLASH_STRIKE]
translateY: bind brick.translateY -
(strike.image.height - brick.image.height) / 2
visible: false
}
def strikeShadow: ImageView = ImageView {
image: Config.images[Config.IMAGE_SPLASH_STRIKESHADOW]
translateX: -1000
}
def pressanykey: ImageView = ImageView {
def y = breaker.translateY + breaker.image.height;
image: Config.images[Config.IMAGE_SPLASH_PRESSANYKEY]
translateX: bind (Config.screenWidth - pressanykey.image.width) / 2
translateY: y + (Config.screenHeight - y) / 2
opacity: 0
}
def pressanykeyShadow: ImageView = ImageView {
image: Config.images[Config.IMAGE_SPLASH_PRESSANYKEYSHADOW]
translateX: -1000
}
def sun: ImageView = ImageView {
image: Config.images[Config.IMAGE_SPLASH_SUN]
translateX: -1000
}
def NODES = [
brick,
breaker,
strike,
pressanykey
];
def NODES_SHADOWS = [
brickShadow,
breakerShadow,
strikeShadow,
pressanykeyShadow
];
var state = STATE_SHOW_TITLE;
var stateArg = 0;
def timeline = Timeline {
repeatCount: Timeline.INDEFINITE
keyFrames : [
KeyFrame {
time: Config.ANIMATION_TIME
action: function () {
if (state == STATE_SHOW_TITLE) {
stateArg++;
var center = Config.screenWidth / 2;
var offset = java.lang.Math.cos(stateArg / 4.0) *
(40 - stateArg) / 40 * center as Integer;
brick.translateX = center - brick.image.width / 2 + offset;
breaker.translateX = center - breaker.image.width / 2 - offset;
if (stateArg == 40) {
stateArg = 0;
state = STATE_SHOW_STRIKE;
}
return;
}
if (state == STATE_SHOW_STRIKE) {
if (stateArg == 0) {
strike.translateX = breaker.translateX +
brick.image.width;
strike.scaleX = 0;
strike.scaleY = 0;
strike.visible = true;
}
stateArg++;
var coef = stateArg / 30.0;
brick.translateX = breaker.translateX +
(breaker.image.width - brick.image.width) / 2.0 *
(1 - coef);
strike.scaleX = coef;
strike.scaleY = coef;
strike.rotate = (30 - stateArg) * 2;
if (stateArg == 30) {
stateArg = 0;
state = STATE_SUN;
}
return;
}
if (pressanykey.opacity < 1) {
pressanykey.opacity += 0.05
}
stateArg--;
var x = SUN_AMPLITUDE_X * java.lang.Math.cos(stateArg / 100.0);
var y = SUN_AMPLITUDE_Y * java.lang.Math.sin(stateArg / 100.0);
if (y < 0) {
for (node in NODES_SHADOWS) {
node.translateX = -1000;
}
return;
}
var sunX = Config.screenWidth / 2 + x;
var sunY = Config.screenHeight / 2 - y;
sun.translateX = sunX - sun.image.width / 2;
sun.translateY = sunY - sun.image.height / 2;
sun.rotate = -stateArg;
for (i in [0..< sizeof NODES]) {
NODES_SHADOWS[i].opacity = y / SUN_AMPLITUDE_Y / 2;
NODES_SHADOWS[i].translateX = NODES[i].translateX +
(NODES[i].translateX + NODES[i].image.width / 2 - sunX) / 20;
NODES_SHADOWS[i].translateY = NODES[i].translateY +
(NODES[i].translateY + NODES[i].image.height / 2 - sunY) / 20;
}
}
}
]
}
override public function create(): Node {
Group {
content: [
background,
NODES_SHADOWS,
NODES,
sun
]
};
}
}