Magic_Ling_Pixel_Dungeon/src/com/shatteredpixel/shatteredpixeldungeon/sprites/CharSprite.java
2014-10-20 20:12:43 -04:00

419 lines
8.8 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.Game;
import com.watabou.noosa.MovieClip;
import com.watabou.noosa.audio.Sample;
import com.watabou.noosa.particles.Emitter;
import com.watabou.noosa.tweeners.PosTweener;
import com.watabou.noosa.tweeners.Tweener;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.effects.EmoIcon;
import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText;
import com.shatteredpixel.shatteredpixeldungeon.effects.IceBlock;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.effects.Splash;
import com.shatteredpixel.shatteredpixeldungeon.effects.TorchHalo;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.FlameParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfInvisibility;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
import com.watabou.utils.Callback;
import com.watabou.utils.PointF;
import com.watabou.utils.Random;
public class CharSprite extends MovieClip implements Tweener.Listener, MovieClip.Listener {
// Color constants for floating text
public static final int DEFAULT = 0xFFFFFF;
public static final int POSITIVE = 0x00FF00;
public static final int NEGATIVE = 0xFF0000;
public static final int WARNING = 0xFF8800;
public static final int NEUTRAL = 0xFFFF00;
private static final float MOVE_INTERVAL = 0.1f;
private static final float FLASH_INTERVAL = 0.05f;
public enum State {
BURNING, LEVITATING, INVISIBLE, PARALYSED, FROZEN, ILLUMINATED
}
protected Animation idle;
protected Animation run;
protected Animation attack;
protected Animation operate;
protected Animation zap;
protected Animation die;
protected Callback animCallback;
protected Tweener motion;
protected Emitter burning;
protected Emitter levitation;
protected IceBlock iceBlock;
protected TorchHalo halo;
protected EmoIcon emo;
private float flashTime = 0;
protected boolean sleeping = false;
// Char owner
public Char ch;
// The sprite is currently in motion
public boolean isMoving = false;
public CharSprite() {
super();
listener = this;
}
public void link( Char ch ) {
this.ch = ch;
ch.sprite = this;
place( ch.pos );
turnTo( ch.pos, Random.Int( Level.LENGTH ) );
ch.updateSpriteState();
}
public PointF worldToCamera( int cell ) {
final int csize = DungeonTilemap.SIZE;
return new PointF(
((cell % Level.WIDTH) + 0.5f) * csize - width * 0.5f,
((cell / Level.WIDTH) + 1.0f) * csize - height
);
}
public void place( int cell ) {
point( worldToCamera( cell ) );
}
public void showStatus( int color, String text, Object... args ) {
if (visible) {
if (args.length > 0) {
text = Utils.format( text, args );
}
if (ch != null) {
FloatingText.show( x + width * 0.5f, y, ch.pos, text, color );
} else {
FloatingText.show( x + width * 0.5f, y, text, color );
}
}
}
public void idle() {
play( idle );
}
public void move( int from, int to ) {
play( run );
motion = new PosTweener( this, worldToCamera( to ), MOVE_INTERVAL );
motion.listener = this;
parent.add( motion );
isMoving = true;
turnTo( from , to );
if (visible && Level.water[from] && !ch.flying) {
GameScene.ripple( from );
}
ch.onMotionComplete();
}
public void interruptMotion() {
if (motion != null) {
onComplete( motion );
}
}
public void attack( int cell ) {
turnTo( ch.pos, cell );
play( attack );
}
public void attack( int cell, Callback callback ) {
animCallback = callback;
turnTo( ch.pos, cell );
play( attack );
}
public void operate( int cell ) {
turnTo( ch.pos, cell );
play( operate );
}
public void zap( int cell ) {
turnTo( ch.pos, cell );
play( zap );
}
public void turnTo( int from, int to ) {
int fx = from % Level.WIDTH;
int tx = to % Level.WIDTH;
if (tx > fx) {
flipHorizontal = false;
} else if (tx < fx) {
flipHorizontal = true;
}
}
public void die() {
sleeping = false;
play( die );
if (emo != null) {
emo.killAndErase();
}
}
public Emitter emitter() {
Emitter emitter = GameScene.emitter();
emitter.pos( this );
return emitter;
}
public Emitter centerEmitter() {
Emitter emitter = GameScene.emitter();
emitter.pos( center() );
return emitter;
}
public Emitter bottomEmitter() {
Emitter emitter = GameScene.emitter();
emitter.pos( x, y + height, width, 0 );
return emitter;
}
public void burst( final int color, int n ) {
if (visible) {
Splash.at( center(), color, n );
}
}
public void bloodBurstA( PointF from, int damage ) {
if (visible) {
PointF c = center();
int n = (int)Math.min( 9 * Math.sqrt( (double)damage / ch.HT ), 9 );
Splash.at( c, PointF.angle( from, c ), 3.1415926f / 2, blood(), n );
}
}
// Blood color
public int blood() {
return 0xFFBB0000;
}
public void flash() {
ra = ba = ga = 1f;
flashTime = FLASH_INTERVAL;
}
public void add( State state ) {
switch (state) {
case BURNING:
burning = emitter();
burning.pour( FlameParticle.FACTORY, 0.06f );
if (visible) {
Sample.INSTANCE.play( Assets.SND_BURNING );
}
break;
case LEVITATING:
levitation = emitter();
levitation.pour( Speck.factory( Speck.JET ), 0.02f );
break;
case INVISIBLE:
PotionOfInvisibility.melt( ch );
break;
case PARALYSED:
paused = true;
break;
case FROZEN:
iceBlock = IceBlock.freeze( this );
paused = true;
break;
case ILLUMINATED:
GameScene.effect( halo = new TorchHalo( this ) );
break;
}
}
public void remove( State state ) {
switch (state) {
case BURNING:
if (burning != null) {
burning.on = false;
burning = null;
}
break;
case LEVITATING:
if (levitation != null) {
levitation.on = false;
levitation = null;
}
break;
case INVISIBLE:
alpha( 1f );
break;
case PARALYSED:
paused = false;
break;
case FROZEN:
if (iceBlock != null) {
iceBlock.melt();
iceBlock = null;
}
paused = false;
break;
case ILLUMINATED:
if (halo != null) {
halo.putOut();
}
break;
}
}
@Override
public void update() {
super.update();
if (paused && listener != null) {
listener.onComplete( curAnim );
}
if (flashTime > 0 && (flashTime -= Game.elapsed) <= 0) {
resetColor();
}
if (burning != null) {
burning.visible = visible;
}
if (levitation != null) {
levitation.visible = visible;
}
if (iceBlock != null) {
iceBlock.visible = visible;
}
if (sleeping) {
showSleep();
} else {
hideSleep();
}
if (emo != null) {
emo.visible = visible;
}
}
public void showSleep() {
if (emo instanceof EmoIcon.Sleep) {
} else {
if (emo != null) {
emo.killAndErase();
}
emo = new EmoIcon.Sleep( this );
}
idle();
}
public void hideSleep() {
if (emo instanceof EmoIcon.Sleep) {
emo.killAndErase();
emo = null;
}
}
public void showAlert() {
if (emo instanceof EmoIcon.Alert) {
} else {
if (emo != null) {
emo.killAndErase();
}
emo = new EmoIcon.Alert( this );
}
}
public void hideAlert() {
if (emo instanceof EmoIcon.Alert) {
emo.killAndErase();
emo = null;
}
}
@Override
public void kill() {
super.kill();
if (emo != null) {
emo.killAndErase();
emo = null;
}
}
@Override
public void onComplete( Tweener tweener ) {
if (tweener == motion) {
isMoving = false;
motion.killAndErase();
motion = null;
ch.onMotionComplete();
}
}
@Override
public void onComplete( Animation anim ) {
if (animCallback != null) {
animCallback.call();
animCallback = null;
} else {
if (anim == attack) {
idle();
ch.onAttackComplete();
} else if (anim == operate) {
idle();
ch.onOperateComplete();
}
}
}
}