Magic_Ling_Pixel_Dungeon/src/com/shatteredpixel/shatteredpixeldungeon/sprites/BurningFistSprite.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

78 lines
1.9 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.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
import com.watabou.utils.Callback;
public class BurningFistSprite extends MobSprite {
public BurningFistSprite() {
super();
texture( Assets.BURNING );
TextureFilm frames = new TextureFilm( texture, 24, 17 );
idle = new Animation( 2, true );
idle.frames( frames, 0, 0, 1 );
run = new Animation( 3, true );
run.frames( frames, 0, 1 );
attack = new Animation( 8, false );
attack.frames( frames, 0, 5, 6 );
die = new Animation( 10, false );
die.frames( frames, 0, 2, 3, 4 );
play( idle );
}
private int posToShoot;
@Override
public void attack( int cell ) {
posToShoot = cell;
super.attack( cell );
}
@Override
public void onComplete( Animation anim ) {
if (anim == attack) {
Sample.INSTANCE.play( Assets.SND_ZAP );
MagicMissile.shadow( parent, ch.pos, posToShoot,
new Callback() {
@Override
public void call() {
ch.onAttackComplete();
}
} );
idle();
} else {
super.onComplete( anim );
}
}
}