v0.3.0: added a visual indicator when a mob is surprised.
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@ -29,6 +29,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Sleep;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Surprise;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Wound;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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@ -346,9 +347,13 @@ public abstract class Mob extends Char {
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@Override
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public int defenseProc( Char enemy, int damage ) {
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if (!enemySeen && enemy == Dungeon.hero && ((Hero)enemy).subClass == HeroSubClass.ASSASSIN) {
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damage *= 1.34f;
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Wound.hit( this );
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if (!enemySeen && enemy == Dungeon.hero) {
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if (((Hero)enemy).subClass == HeroSubClass.ASSASSIN) {
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damage *= 1.34f;
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Wound.hit(this);
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} else {
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Surprise.hit(this);
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}
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}
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return damage;
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}
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@ -26,6 +26,7 @@ public class Effects {
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RIPPLE,
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LIGHTNING,
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WOUND,
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EXCLAMATION,
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DEATH_RAY,
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LIGHT_RAY
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};
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@ -42,6 +43,9 @@ public class Effects {
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case WOUND:
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icon.frame(icon.texture.uvRect(16, 8, 32, 16));
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break;
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case EXCLAMATION:
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icon.frame(icon.texture.uvRect(0, 16, 6, 25));
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break;
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case DEATH_RAY:
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icon.frame(icon.texture.uvRect(16, 16, 32, 24));
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break;
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@ -0,0 +1,71 @@
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package com.shatteredpixel.shatteredpixeldungeon.effects;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.Image;
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/**
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* Created by Evan on 20/04/2015.
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*/
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public class Surprise extends Image {
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private static final float TIME_TO_FADE = 0.8f;
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private float time;
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public Surprise() {
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super(Effects.get(Effects.Type.EXCLAMATION));
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origin.set(width / 2, height / 2);
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}
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public void reset(int p) {
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revive();
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x = (p % Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - width) / 2;
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y = (p / Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - height) / 2;
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time = TIME_TO_FADE;
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}
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@Override
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public void update() {
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super.update();
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if ((time -= Game.elapsed) <= 0) {
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kill();
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} else {
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float p = time / TIME_TO_FADE;
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alpha(p);
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scale.y = 1 + p/2;
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}
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}
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public static void hit(Char ch) {
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hit(ch, 0);
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}
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public static void hit(Char ch, float angle) {
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if (ch.sprite.parent != null) {
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Surprise s = (Surprise) ch.sprite.parent.recycle(Surprise.class);
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ch.sprite.parent.bringToFront(s);
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s.reset(ch.pos);
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s.angle = angle;
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}
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}
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public static void hit(int pos) {
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hit(pos, 0);
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}
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public static void hit(int pos, float angle) {
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Group parent = Dungeon.hero.sprite.parent;
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Wound w = (Wound) parent.recycle(Wound.class);
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parent.bringToFront(w);
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w.reset(pos);
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w.angle = angle;
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}
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}
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