/* * 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.watabou.pixeldungeon.sprites; import com.watabou.noosa.TextureFilm; import com.watabou.pixeldungeon.Assets; import com.watabou.pixeldungeon.Dungeon; import com.watabou.pixeldungeon.effects.Speck; public class SkeletonSprite extends MobSprite { public SkeletonSprite() { super(); texture( Assets.SKELETON ); TextureFilm frames = new TextureFilm( texture, 12, 15 ); idle = new Animation( 12, true ); idle.frames( frames, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3 ); run = new Animation( 15, true ); run.frames( frames, 4, 5, 6, 7, 8, 9 ); attack = new Animation( 15, false ); attack.frames( frames, 14, 15, 16 ); die = new Animation( 12, false ); die.frames( frames, 10, 11, 12, 13 ); play( idle ); } @Override public void die() { super.die(); if (Dungeon.visible[ch.pos]) { emitter().burst( Speck.factory( Speck.BONE ), 6 ); } } @Override public int blood() { return 0xFFcccccc; } }