v0.3.0: added wand of blast wave

This commit is contained in:
Evan Debenham 2015-05-07 01:43:36 -04:00
parent 3e083fc299
commit 0f27550960

View File

@ -0,0 +1,179 @@
package com.shatteredpixel.shatteredpixeldungeon.items.wands;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
import com.shatteredpixel.shatteredpixeldungeon.ResultDescriptions;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis;
import com.shatteredpixel.shatteredpixeldungeon.effects.Effects;
import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
import com.shatteredpixel.shatteredpixeldungeon.effects.Pushing;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
import com.watabou.noosa.Game;
import com.watabou.noosa.Group;
import com.watabou.noosa.Image;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.Callback;
import com.watabou.utils.Random;
/**
* Created by debenhame on 05/05/2015.
*/
public class WandOfBlastWave extends Wand {
{
name = "Wand of Blast Wave";
image = ItemSpriteSheet.WAND_BLAST_WAVE;
collisionProperties = Ballistica.PROJECTILE;
}
@Override
protected void onZap(Ballistica bolt) {
Sample.INSTANCE.play( Assets.SND_BLAST );
BlastWave.blast(bolt.collisionPos);
int damage = Random.NormalIntRange(1, 6+(int)(level*level/4f));
//presses all tiles in the AOE first
for (int i : Level.NEIGHBOURS9){
Dungeon.level.press(bolt.collisionPos+i, Actor.findChar(bolt.collisionPos+i));
}
//throws other chars around the center.
for (int i : Level.NEIGHBOURS8){
Char ch = Actor.findChar(bolt.collisionPos + i);
if (ch != null){
ch.damage(damage, this);
if (ch.isAlive()) {
Ballistica trajectory = new Ballistica(ch.pos, ch.pos + i, Ballistica.MAGIC_BOLT);
int strength = 1 + ((level + 1) / 3);
throwChar(ch, trajectory, strength);
}
}
}
//throws the char at the center of the blast
Char ch = Actor.findChar(bolt.collisionPos);
if (ch != null){
ch.damage(damage, this);
if (ch.isAlive() && bolt.path.size() > bolt.dist) {
Ballistica trajectory = new Ballistica(ch.pos, bolt.path.get(bolt.dist + 1), Ballistica.MAGIC_BOLT);
int strength = level + 3;
throwChar(ch, trajectory, strength);
}
}
if (!curUser.isAlive()) {
Dungeon.fail( Utils.format(ResultDescriptions.ITEM, name) );
GLog.n("You killed yourself with your own Wand of Blast Wave...");
}
}
private void throwChar(Char ch, Ballistica trajectory, int power){
int dist = Math.min(trajectory.dist, power);
if (dist == 0) return;
int newPos = trajectory.path.get(dist);
if (Actor.findChar(newPos) != null){
newPos = trajectory.path.get(--dist);
}
if (newPos == ch.pos) return;
Actor.addDelayed(new Pushing(ch, ch.pos, newPos), -1);
ch.pos = newPos;
Dungeon.level.press(newPos, ch);
if (ch.pos == trajectory.collisionPos) {
ch.damage(Random.NormalIntRange((dist + 1) / 2, dist), this);
Paralysis.prolong(ch, Paralysis.class, Random.NormalIntRange((dist + 1) / 2, dist));
}
}
@Override
//a weaker knockback, not dissimilar to the glyph of bounce, but a fair bit stronger.
public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
int level = Math.max(0, staff.level);
// lvl 0 - 25%
// lvl 1 - 40%
// lvl 2 - 50%
if (Random.Int( level + 4 ) >= 3){
int oppositeHero = defender.pos + (defender.pos - attacker.pos);
Ballistica trajectory = new Ballistica(defender.pos, oppositeHero, Ballistica.MAGIC_BOLT);
throwChar(defender, trajectory, 2);
}
}
@Override
protected void fx(Ballistica bolt, Callback callback) {
MagicMissile.slowness(curUser.sprite.parent, bolt.sourcePos, bolt.collisionPos, callback);
Sample.INSTANCE.play(Assets.SND_ZAP);
}
public static class BlastWave extends Image {
private static final float TIME_TO_FADE = 0.2f;
private float time;
public BlastWave(){
super(Effects.get(Effects.Type.RIPPLE));
origin.set(width / 2, height / 2);
}
public void reset(int pos) {
revive();
x = (pos % Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - width) / 2;
y = (pos / Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - height) / 2;
time = TIME_TO_FADE;
}
@Override
public void update() {
super.update();
if ((time -= Game.elapsed) <= 0) {
kill();
} else {
float p = time / TIME_TO_FADE;
alpha(p);
scale.y = scale.x = (1-p)*3;
}
}
public static void blast(int pos) {
Group parent = Dungeon.hero.sprite.parent;
BlastWave b = (BlastWave) parent.recycle(BlastWave.class);
parent.bringToFront(b);
b.reset(pos);
}
}
@Override
public String desc() {
return "This wand is made of a sort of marbled stone, with gold trim and a round black gem at the tip. " +
"It feels very weighty in your hand.\n" +
"\n" +
"This wand shoots a bolt which violently detonates at a target location. There is no smoke and fire, " +
"but the force of this blast is enough to knock even the biggest of foes around.";
}
}