83 lines
2.2 KiB
Java
83 lines
2.2 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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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.watabou.noosa.TextureFilm;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.noosa.particles.Emitter;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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public class BlacksmithSprite extends MobSprite {
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private Emitter emitter;
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public BlacksmithSprite() {
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super();
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texture( Assets.TROLL );
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TextureFilm frames = new TextureFilm( texture, 13, 16 );
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idle = new Animation( 15, true );
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idle.frames( frames, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 3 );
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run = new Animation( 20, true );
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run.frames( frames, 0 );
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die = new Animation( 20, false );
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die.frames( frames, 0 );
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play( idle );
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}
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@Override
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public void link( Char ch ) {
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super.link( ch );
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emitter = new Emitter();
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emitter.autoKill = false;
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emitter.pos( x + 7, y + 12 );
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parent.add( emitter );
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}
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@Override
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public void update() {
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super.update();
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if (emitter != null) {
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emitter.visible = visible;
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}
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}
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@Override
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public void onComplete( Animation anim ) {
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super.onComplete( anim );
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if (visible && emitter != null && anim == idle) {
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emitter.burst( Speck.factory( Speck.FORGE ), 3 );
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float volume = 0.2f / (Level.distance( ch.pos, Dungeon.hero.pos ));
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Sample.INSTANCE.play( Assets.SND_EVOKE, volume, volume, 0.8f );
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}
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}
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}
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