v0.3.2: added prison guards
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BIN
assets/guard.png
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assets/guard.png
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@ -92,6 +92,7 @@ public class Assets {
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public static final String MIMIC = "mimic.png";
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public static final String ROT_LASH = "rot_lasher.png";
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public static final String ROT_HEART= "rot_heart.png";
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public static final String GUARD = "guard.png";
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public static final String ITEMS = "items.png";
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public static final String PLANTS = "plants.png";
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@ -78,13 +78,14 @@ public class Dungeon {
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//enum of items which have limited spawns, records how many have spawned
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//could all be their own separate numbers, but this allows iterating, much nicer for bundling/initializing.
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//TODO: this is fairly brittle when it comes to bundling, should look into a more flexible solution.
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public static enum limitedDrops{
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//limited world drops
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strengthPotions,
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upgradeScrolls,
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arcaneStyli,
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//all unlimited health potion sources
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//all unlimited health potion sources (except guards, which are at the bottom.
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swarmHP,
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batHP,
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warlockHP,
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@ -101,7 +102,9 @@ public class Dungeon {
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seedBag,
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scrollBag,
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potionBag,
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wandBag;
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wandBag,
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guardHP;
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public int count = 0;
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@ -90,20 +90,20 @@ public class Bestiary {
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break;
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case 6:
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chances = new float[]{ 4, 2, 1, 0.2f };
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chances = new float[]{ 4, 2, 1, 0.2f };
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classes = new Class<?>[]{ Skeleton.class, Thief.class, Swarm.class, Shaman.class };
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break;
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case 7:
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chances = new float[]{ 3, 1, 1, 0 };
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classes = new Class<?>[]{ Skeleton.class, Shaman.class, Thief.class, Swarm.class };
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chances = new float[]{ 3, 1, 1, 1 };
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classes = new Class<?>[]{ Skeleton.class, Shaman.class, Thief.class, Guard.class };
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break;
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case 8:
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chances = new float[]{ 3, 2, 1, 1, 0, 0.02f };
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classes = new Class<?>[]{ Skeleton.class, Shaman.class, Gnoll.class, Thief.class, Swarm.class, Bat.class };
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chances = new float[]{ 3, 2, 2, 1, 0.02f };
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classes = new Class<?>[]{ Skeleton.class, Shaman.class, Guard.class, Thief.class, Bat.class };
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break;
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case 9:
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chances = new float[]{ 3, 3, 1, 0, 0.02f, 0.01f };
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classes = new Class<?>[]{ Skeleton.class, Shaman.class, Thief.class, Swarm.class, Bat.class, Brute.class };
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chances = new float[]{ 3, 3, 2, 1, 0.02f, 0.01f };
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classes = new Class<?>[]{ Skeleton.class, Guard.class, Shaman.class, Thief.class, Bat.class, Brute.class };
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break;
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case 10:
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@ -0,0 +1,165 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2015 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.actors.mobs;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Chains;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Pushing;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfHealing;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.GuardSprite;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Callback;
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import com.watabou.utils.Random;
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public class Guard extends Mob {
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//they can only use their chains once
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private boolean chainsUsed = false;
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{
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name = "prison guard";
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spriteClass = GuardSprite.class;
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HP = HT = 30;
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defenseSkill = 10;
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EXP = 6;
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maxLvl = 14;
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loot = null; //see createloot.
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lootChance = 1;
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}
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@Override
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public int damageRoll() {
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return Random.NormalIntRange(4, 10);
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}
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@Override
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protected boolean act() {
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if (state == HUNTING &&
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Level.fieldOfView[target] &&
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Level.distance( pos, target ) < 4 && !Level.adjacent( pos, target ) &&
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chain(target)) {
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return false;
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} else {
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return super.act();
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}
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}
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private boolean chain(int target){
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if (chainsUsed)
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return false;
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Ballistica chain = new Ballistica(pos, target, Ballistica.PROJECTILE);
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if (chain.collisionPos != Dungeon.hero.pos)
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return false;
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else {
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int newPos = -1;
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for (int i : chain.subPath(1, chain.dist)){
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if (!Level.solid[i] && Actor.findChar(i) == null){
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newPos = i;
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break;
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}
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}
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if (newPos == -1){
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return false;
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} else {
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final int newHeroPos = newPos;
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yell("get over here!");
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sprite.parent.add(new Chains(pos, Dungeon.hero.pos, new Callback() {
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public void call() {
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Actor.addDelayed(new Pushing(Dungeon.hero, Dungeon.hero.pos, newHeroPos), -1);
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Dungeon.hero.pos = newHeroPos;
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Dungeon.observe();
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Dungeon.level.press(newHeroPos, Dungeon.hero);
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Cripple.prolong(Dungeon.hero, Cripple.class, 4f);
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next();
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}
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}));
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}
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}
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chainsUsed = true;
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return true;
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}
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@Override
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public int attackSkill( Char target ) {
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return 14;
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}
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@Override
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public int dr() {
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return 7;
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}
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@Override
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public String defenseVerb() {
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return "blocked";
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}
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@Override
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protected Item createLoot() {
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//first see if we drop armor, chance is 1/8 (0.125f)
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if (Random.Int(8) == 0){
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return Generator.randomArmor();
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//otherwise, we may drop a health potion. Chance is 1/(7+potions dropped)
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//including the chance for armor before it, effective droprate is ~1/(8 + (1.15*potions dropped))
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} else {
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if (Random.Int(7 + Dungeon.limitedDrops.guardHP.count) == 0){
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Dungeon.limitedDrops.guardHP.drop();
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return new PotionOfHealing();
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}
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}
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return null;
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}
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@Override
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public String description() {
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return ""; //TODO
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}
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private final String CHAINSUSED = "chainsused";
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@Override
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public void storeInBundle(Bundle bundle) {
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super.storeInBundle(bundle);
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bundle.put(CHAINSUSED, chainsUsed);
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}
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@Override
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public void restoreFromBundle(Bundle bundle) {
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super.restoreFromBundle(bundle);
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chainsUsed = bundle.getBoolean(CHAINSUSED);
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}
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}
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@ -0,0 +1,59 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2015 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.sprites;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShadowParticle;
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import com.watabou.noosa.MovieClip;
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import com.watabou.noosa.TextureFilm;
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public class GuardSprite extends MobSprite {
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public GuardSprite() {
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super();
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texture( Assets.GUARD );
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TextureFilm frames = new TextureFilm( texture, 12, 16 );
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idle = new Animation( 2, true );
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idle.frames( frames, 0, 0, 0, 1, 0, 0, 1, 1 );
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run = new MovieClip.Animation( 15, true );
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run.frames( frames, 2, 3, 4, 5, 6, 7 );
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attack = new MovieClip.Animation( 12, false );
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attack.frames( frames, 8, 9, 10 );
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die = new MovieClip.Animation( 8, false );
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die.frames( frames, 11, 12, 13, 14 );
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play( idle );
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}
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@Override
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public void play( Animation anim ) {
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if (anim == die) {
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emitter().burst( ShadowParticle.UP, 4 );
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}
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super.play( anim );
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}
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}
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