Magic_Ling_Pixel_Dungeon/src/com/shatteredpixel/shatteredpixeldungeon/sprites/BlacksmithSprite.java
Evan Debenham aed303672a V0.1.0 Partial Commit
changed package and application names to differentiate from main PD
release
2014-08-03 14:46:22 -04:00

83 lines
2.2 KiB
Java

/*
* 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 <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.sprites;
import com.watabou.noosa.TextureFilm;
import com.watabou.noosa.audio.Sample;
import com.watabou.noosa.particles.Emitter;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
public class BlacksmithSprite extends MobSprite {
private Emitter emitter;
public BlacksmithSprite() {
super();
texture( Assets.TROLL );
TextureFilm frames = new TextureFilm( texture, 13, 16 );
idle = new Animation( 15, true );
idle.frames( frames, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 3 );
run = new Animation( 20, true );
run.frames( frames, 0 );
die = new Animation( 20, false );
die.frames( frames, 0 );
play( idle );
}
@Override
public void link( Char ch ) {
super.link( ch );
emitter = new Emitter();
emitter.autoKill = false;
emitter.pos( x + 7, y + 12 );
parent.add( emitter );
}
@Override
public void update() {
super.update();
if (emitter != null) {
emitter.visible = visible;
}
}
@Override
public void onComplete( Animation anim ) {
super.onComplete( anim );
if (visible && emitter != null && anim == idle) {
emitter.burst( Speck.factory( Speck.FORGE ), 3 );
float volume = 0.2f / (Level.distance( ch.pos, Dungeon.hero.pos ));
Sample.INSTANCE.play( Assets.SND_EVOKE, volume, volume, 0.8f );
}
}
}