v0.4.1: reworked evil eyes
This commit is contained in:
committed by
Evan Debenham
parent
52fc2b1a7d
commit
093635c454
@@ -23,12 +23,19 @@ package com.shatteredpixel.shatteredpixeldungeon.sprites;
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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.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Eye;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Beam;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.watabou.noosa.TextureFilm;
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import com.watabou.noosa.particles.Emitter;
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public class EyeSprite extends MobSprite {
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private int attackPos;
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private int zapPos;
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private Animation charging;
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private Emitter chargeParticles;
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public EyeSprite() {
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super();
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@@ -39,33 +46,70 @@ public class EyeSprite extends MobSprite {
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idle = new Animation( 8, true );
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idle.frames( frames, 0, 1, 2 );
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charging = new Animation( 12, true);
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charging.frames( frames, 3, 4 );
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chargeParticles = centerEmitter();
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chargeParticles.autoKill = false;
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chargeParticles.pour(MagicMissile.MagicParticle.ATTRACTING, 0.05f);
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chargeParticles.on = false;
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run = new Animation( 12, true );
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run.frames( frames, 5, 6 );
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attack = new Animation( 8, false );
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attack.frames( frames, 4, 3 );
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zap = attack.clone();
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die = new Animation( 8, false );
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die.frames( frames, 7, 8, 9 );
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play( idle );
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}
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@Override
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public void attack( int pos ) {
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attackPos = pos;
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super.attack( pos );
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public void link(Char ch) {
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super.link(ch);
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if (((Eye)ch).beamCharged) play(charging);
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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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chargeParticles.pos(center());
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chargeParticles.visible = visible;
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}
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public void charge( int pos ){
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turnTo(ch.pos, pos);
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play(charging);
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}
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@Override
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public void play(Animation anim) {
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chargeParticles.on = anim == charging;
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super.play(anim);
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}
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@Override
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public void zap( int pos ) {
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zapPos = pos;
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super.zap( pos );
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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 (anim == attack) {
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if (Dungeon.visible[ch.pos] || Dungeon.visible[attackPos]) {
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parent.add( new Beam.DeathRay( center(), DungeonTilemap.tileCenterToWorld( attackPos ) ) );
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if (anim == zap) {
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if (Dungeon.visible[ch.pos] || Dungeon.visible[zapPos]) {
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parent.add( new Beam.DeathRay( center(), DungeonTilemap.tileCenterToWorld( zapPos ) ) );
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}
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((Eye)ch).deathGaze();
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ch.next();
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} else if (anim == die){
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chargeParticles.killAndErase();
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}
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}
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}
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