v0.8.0: added a dedicated sprite for ghouls
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core/src/main
assets
java/com/shatteredpixel/shatteredpixeldungeon
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@ -28,17 +28,14 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corruption;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Pushing;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.GhoulSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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//TODO some aspects of existing enemy AI make these really wonky. Need to address that.
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public class Ghoul extends Mob {
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{
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@ -24,7 +24,6 @@ package com.shatteredpixel.shatteredpixeldungeon.sprites;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.watabou.noosa.TextureFilm;
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//TODO currently just a recolored monk sprite
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public class GhoulSprite extends MobSprite {
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private Animation crumple;
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@ -34,22 +33,25 @@ public class GhoulSprite extends MobSprite {
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texture( Assets.GHOUL );
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TextureFilm frames = new TextureFilm( texture, 15, 14 );
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idle = new Animation( 6, true );
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idle.frames( frames, 1, 0, 1, 2 );
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TextureFilm frames = new TextureFilm( texture, 12, 14 );
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idle = new Animation( 2, true );
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idle.frames( frames, 0, 0, 0, 1 );
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run = new Animation( 15, true );
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run.frames( frames, 11, 12, 13, 14, 15, 16 );
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run.frames( frames, 0, 2, 3, 4 );
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run = new Animation( 12, true );
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run.frames( frames, 2, 3, 4, 5, 6, 7 );
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attack = new Animation( 12, false );
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attack.frames( frames, 3, 4, 3, 4 );
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attack.frames( frames, 0, 8, 9 );
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crumple = new Animation( 15, false);
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crumple.frames( frames, 1, 7, 8 );
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crumple.frames( frames, 0, 10, 11, 12 );
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die = new Animation( 15, false );
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die.frames( frames, 7, 8, 8, 9, 10 );
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die.frames( frames, 0, 10, 11, 12, 13 );
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play( idle );
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}
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@ -61,5 +63,13 @@ public class GhoulSprite extends MobSprite {
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}
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play(crumple);
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}
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@Override
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public void die() {
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if (curAnim == crumple){
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//causes the sprite to not rise then fall again when dieing.
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die.frames[0] = die.frames[1] = die.frames[2] = die.frames[3];
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}
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super.die();
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}
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}
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