v0.8.0: added a WIP sprite for DM-100s
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core/src/main/assets/dm100.png
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core/src/main/assets/dm100.png
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@ -105,6 +105,7 @@ public class Assets {
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public static final String GHOUL = "ghoul.png";
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public static final String RIPPER = "ripper.png";
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public static final String SPAWNER = "spawner.png";
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public static final String DM100 = "dm100.png";
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public static final String ITEMS = "items.png";
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public static final String TERRAIN_FEATURES = "terrain_features.png";
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@ -26,35 +26,36 @@ 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.mobs.DM100;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Lightning;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.watabou.noosa.TextureFilm;
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import com.watabou.noosa.audio.Sample;
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//TODO currently just uses DM-300's sprite scaled to 60%
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//TODO sprite still needs work
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public class DM100Sprite extends MobSprite {
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public DM100Sprite () {
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super();
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texture( Assets.DM300 );
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texture( Assets.DM100 );
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TextureFilm frames = new TextureFilm( texture, 22, 20 );
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TextureFilm frames = new TextureFilm( texture, 14, 14 );
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idle = new Animation( 10, true );
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idle = new Animation( 1, true );
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idle.frames( frames, 0, 1 );
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run = new Animation( 12, true );
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run.frames( frames, 6, 7, 8, 9 );
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run = new Animation( 10, true );
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run.frames( frames, 2, 3 );
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attack = new Animation( 15, false );
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attack.frames( frames, 4, 5, 6, 0 );
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zap = attack.clone();
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die = new Animation( 20, false );
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die.frames( frames, 0, 7, 0, 7, 0, 7, 0, 7, 0, 7, 0, 7, 8 );
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attack = new Animation( 12, false );
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attack.frames( frames, 2, 3, 4, 0 );
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zap = new Animation( 8, false );
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zap.frames( frames, 5, 5, 1 );
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die = new Animation( 8, false );
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die.frames( frames, 10, 11, 12 );
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play( idle );
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scale.set( 0.6f );
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}
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public void zap( int pos ) {
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@ -69,9 +70,16 @@ public class DM100Sprite extends MobSprite {
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Sample.INSTANCE.play( Assets.SND_LIGHTNING );
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turnTo( ch.pos, pos );
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flash();
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play( zap );
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}
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@Override
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public void die() {
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emitter().burst( Speck.factory( Speck.WOOL ), 5 );
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super.die();
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}
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@Override
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public void onComplete( Animation anim ) {
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if (anim == zap) {
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