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https://github.com/curioustorvald/Terrarum.git
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Various Loadscreens WIP
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265
src/net/torvald/terrarum/SanicLoadScreen.kt
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265
src/net/torvald/terrarum/SanicLoadScreen.kt
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package net.torvald.terrarum
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.ScreenAdapter
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.OrthographicCamera
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import com.badlogic.gdx.graphics.Pixmap
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import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.glutils.FrameBuffer
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import com.jme3.math.FastMath
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import net.torvald.terrarum.langpack.Lang
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import net.torvald.util.CircularArray
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/**
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* Created by minjaesong on 2017-07-13.
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*/
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object LoadScreen : LoadScreenBase() {
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private var arrowObjPos = 0f // 0 means at starting position, regardless of screen position
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private var arrowObjGlideOffsetX = 0f
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private var arrowObjGlideSize = 0f
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private val arrowGlideSpeed: Float; get() = AppLoader.screenW * 2f // pixels per sec
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private lateinit var arrowObjTex: Texture
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private var glideTimer = 0f
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private var glideDispY = 0f
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private var arrowColours = arrayOf(
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Color(0xff4c4cff.toInt()),
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Color(0xffd24cff.toInt()),
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Color(0x4cb5ffff.toInt())
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)
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private lateinit var textOverlayTex: Texture
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private lateinit var textFbo: FrameBuffer
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private val ghostMaxZoomX = 1.25f
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private val ghostAlphaMax = 1f
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override fun show() {
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glideTimer = 0f
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super.show()
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textFbo = FrameBuffer(
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Pixmap.Format.RGBA4444,
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maxOf(
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AppLoader.fontGame.getWidth(Lang["MENU_IO_LOADING"]),
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AppLoader.fontGame.getWidth(Lang["ERROR_GENERIC_TEXT"])
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),
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AppLoader.fontGame.lineHeight.toInt(),
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true
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)
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arrowObjTex = Texture(Gdx.files.internal("assets/graphics/test_loading_arrow_atlas.tga"))
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arrowObjGlideOffsetX = -arrowObjTex.width.toFloat()
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textOverlayTex = Texture(Gdx.files.internal("assets/graphics/test_loading_text_tint.tga"))
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}
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val textX: Float; get() = (AppLoader.screenW * 0.72f).floor()
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private var genuineSonic = false // the "NOW LOADING..." won't appear unless the arrow first run passes it (it's totally not a GenuineIntel tho)
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private var messageBackgroundColour = Color(0x404040ff)
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private var messageForegroundColour = Color.WHITE
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override fun render(delta: Float) {
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val delta = Gdx.graphics.rawDeltaTime
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glideDispY = AppLoader.screenH - 100f - AppLoader.fontGame.lineHeight
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arrowObjGlideSize = arrowObjTex.width + 2f * AppLoader.screenW
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gdxClearAndSetBlend(.094f, .094f, .094f, 0f)
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textFbo.inAction(null, null) {
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gdxClearAndSetBlend(0f, 0f, 0f, 0f)
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}
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// update arrow object
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if (!errorTrapped) {
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glideTimer += delta
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// reset timer
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if (glideTimer >= arrowObjGlideSize / arrowGlideSpeed) {
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glideTimer -= arrowObjGlideSize / arrowGlideSpeed
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// change screen WHEN the timer is reset.
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// In other words, the arrow must hit the goal BEFORE context change take place
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if (screenToLoad?.gameInitialised ?: false) {
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doContextChange = true
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}
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}
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arrowObjPos = glideTimer * arrowGlideSpeed
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}
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else {
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genuineSonic = true
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arrowObjPos = 0f
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}
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val textToPrint = if (errorTrapped) Lang["ERROR_GENERIC_TEXT"] else Lang["MENU_IO_LOADING"]
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val textWidth = AppLoader.fontGame.getWidth(textToPrint).toFloat()
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if (!doContextChange) {
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// draw text to FBO
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textFbo.inAction(camera, AppLoader.batch) {
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AppLoader.batch.inUse {
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blendNormal(AppLoader.batch)
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AppLoader.fontGame
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it.color = Color.WHITE
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AppLoader.fontGame.draw(it, textToPrint, ((textFbo.width - textWidth) / 2).toInt().toFloat(), 0f)
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blendMul(AppLoader.batch)
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// draw colour overlay, flipped
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it.draw(textOverlayTex,
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(textFbo.width - textWidth) / 2f,
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AppLoader.fontGame.lineHeight,
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textWidth,
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-AppLoader.fontGame.lineHeight
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)
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}
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}
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AppLoader.batch.inUse {
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initViewPort(AppLoader.screenW, AppLoader.screenH) // dunno, no render without this
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it.projectionMatrix = camera.combined
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blendNormal(AppLoader.batch)
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// almost black background
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it.color = Color(0x181818ff)
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it.fillRect(0f, 0f, AppLoader.screenW.toFloat(), AppLoader.screenH.toFloat())
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it.color = Color.WHITE
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// draw text FBO to screen
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val textTex = textFbo.colorBufferTexture
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textTex.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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// --> original text
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if (genuineSonic) {
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it.color = Color.WHITE
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it.draw(textTex, textX, glideDispY - 2f)
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}
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// --> ghost
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it.color = getPulseEffCol()
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if (it.color.a != 0f) genuineSonic = true
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val drawWidth = getPulseEffWidthMul() * textTex.width
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val drawHeight = getPulseEffWidthMul() * textTex.height
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it.draw(textTex,
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textX - (drawWidth - textTex.width) / 2f,
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glideDispY - 2f - (drawHeight - textTex.height) / 2f,
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drawWidth,
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drawHeight
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)
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// draw coloured arrows
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if (!errorTrapped) {
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arrowColours.forEachIndexed { index, color ->
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it.color = color
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it.draw(arrowObjTex, arrowObjPos + arrowObjGlideOffsetX + arrowObjTex.width * index, glideDispY)
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}
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}
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// message backgrounds
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it.color = messageBackgroundColour
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it.fillRect(0f, 60f, AppLoader.screenW.toFloat(), 40f + (messages.size) * AppLoader.fontGame.lineHeight)
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// log messages
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it.color = messageForegroundColour
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messages.forEachIndexed { i, s ->
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AppLoader.fontGame.draw(it,
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s,
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AppLoader.getTvSafeGraphicsWidth() + 16f,
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80f + (messages.size - i - 1) * AppLoader.fontGame.lineHeight
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)
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}
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}
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}
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else {
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AppLoader.batch.inUse {
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// recycling part of the draw code //
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initViewPort(AppLoader.screenW, AppLoader.screenH) // dunno, no render without this
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it.projectionMatrix = camera.combined
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blendNormal(AppLoader.batch)
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// message backgrounds
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it.color = messageBackgroundColour
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it.fillRect(0f, 60f, AppLoader.screenW.toFloat(), 40f + (messages.size) * AppLoader.fontGame.lineHeight)
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// log messages
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it.color = messageForegroundColour
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messages.forEachIndexed { i, s ->
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AppLoader.fontGame.draw(it,
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s,
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AppLoader.getTvSafeGraphicsWidth() + 16f,
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80f + (messages.size - i - 1) * AppLoader.fontGame.lineHeight
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)
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}
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}
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AppLoader.batch.flush()
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Thread.sleep(80)
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AppLoader.setScreen(screenToLoad!!)
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}
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}
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private fun getPulseEffCol(): Color {
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if (arrowObjPos + arrowObjTex.width * 3f < textX)
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return Color(1f, 1f, 1f, 0f)
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else {
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// ref point: top-left of arrow drawn to the screen, 0 being start of the RAIL
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val scaleStart = textX - arrowObjTex.width * 3f
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val scaleEnd = arrowObjGlideSize - arrowObjTex.width * 3f
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val scale = (arrowObjPos - scaleStart) / (scaleEnd - scaleStart)
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val alpha = FastMath.interpolateLinear(scale, ghostAlphaMax, 0f)
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return Color(1f, 1f, 1f, alpha)
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}
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}
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private fun getPulseEffWidthMul(): Float {
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if (arrowObjPos + arrowObjTex.width * 3f < textX)
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return 1f
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else {
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// ref point: top-left of arrow drawn to the screen, 0 being start of the RAIL
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val scaleStart = textX - arrowObjTex.width * 3f
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val scaleEnd = arrowObjGlideSize - arrowObjTex.width * 3f
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val scale = (arrowObjPos - scaleStart) / (scaleEnd - scaleStart)
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return FastMath.interpolateLinear(scale, 1f, ghostMaxZoomX)
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}
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}
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override fun dispose() {
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arrowObjTex.dispose()
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textFbo.dispose()
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textOverlayTex.dispose()
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}
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override fun hide() {
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}
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}
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