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

76 lines
2.0 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.actors.mobs.Warlock;
import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
import com.watabou.utils.Callback;
public class WarlockSprite extends MobSprite {
public WarlockSprite() {
super();
texture( Assets.WARLOCK );
TextureFilm frames = new TextureFilm( texture, 12, 15 );
idle = new Animation( 2, true );
idle.frames( frames, 0, 0, 0, 1, 0, 0, 1, 1 );
run = new Animation( 15, true );
run.frames( frames, 0, 2, 3, 4 );
attack = new Animation( 12, false );
attack.frames( frames, 0, 5, 6 );
zap = attack.clone();
die = new Animation( 15, false );
die.frames( frames, 0, 7, 8, 8, 9, 10 );
play( idle );
}
public void zap( int cell ) {
turnTo( ch.pos , cell );
play( zap );
MagicMissile.shadow( parent, ch.pos, cell,
new Callback() {
@Override
public void call() {
((Warlock)ch).onZapComplete();
}
} );
Sample.INSTANCE.play( Assets.SND_ZAP );
}
@Override
public void onComplete( Animation anim ) {
if (anim == zap) {
idle();
}
super.onComplete( anim );
}
}