/* * Pixel Dungeon * Copyright (C) 2012-2014 Oleg Dolya * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ package com.shatteredpixel.shatteredpixeldungeon.sprites; import com.watabou.noosa.TextureFilm; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Shuriken; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.watabou.utils.Callback; public class TenguSprite extends MobSprite { private Animation cast; public TenguSprite() { super(); texture( Assets.TENGU ); TextureFilm frames = new TextureFilm( texture, 14, 16 ); idle = new Animation( 2, true ); idle.frames( frames, 0, 0, 0, 1 ); run = new Animation( 15, false ); run.frames( frames, 2, 3, 4, 5, 0 ); attack = new Animation( 15, false ); attack.frames( frames, 6, 7, 7, 0 ); cast = attack.clone(); die = new Animation( 8, false ); die.frames( frames, 8, 9, 10, 10, 10, 10, 10, 10 ); play( run.clone() ); } @Override public void move( int from, int to ) { place( to ); play( run ); turnTo( from , to ); if (Level.water[to]) { GameScene.ripple( to ); } } @Override public void attack( int cell ) { if (!Level.adjacent( cell, ch.pos )) { ((MissileSprite)parent.recycle( MissileSprite.class )). reset( ch.pos, cell, new Shuriken(), new Callback() { @Override public void call() { ch.onAttackComplete(); } } ); play( cast ); turnTo( ch.pos , cell ); } else { super.attack( cell ); } } @Override public void onComplete( Animation anim ) { if (anim == run) { idle(); ch.onMotionComplete(); } else { super.onComplete( anim ); } } }