V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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/*
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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.effects;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.Image;
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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.levels.Level;
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public class Wound extends Image {
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private static final float TIME_TO_FADE = 0.8f;
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private float time;
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public Wound() {
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super( Effects.get( Effects.Type.WOUND ) );
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origin.set( width / 2, height / 2 );
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}
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public void reset( int p ) {
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revive();
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x = (p % Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - width) / 2;
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y = (p / Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - height) / 2;
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time = TIME_TO_FADE;
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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 ((time -= Game.elapsed) <= 0) {
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kill();
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} else {
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float p = time / TIME_TO_FADE;
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alpha( p );
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scale.x = 1 + p;
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}
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}
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public static void hit( Char ch ) {
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hit( ch, 0 );
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}
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public static void hit( Char ch, float angle ) {
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Wound w = (Wound)ch.sprite.parent.recycle( Wound.class );
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ch.sprite.parent.bringToFront( w );
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w.reset( ch.pos );
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w.angle = angle;
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}
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public static void hit( int pos ) {
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hit( pos, 0 );
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}
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public static void hit( int pos, float angle ) {
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Group parent = Dungeon.hero.sprite.parent;
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Wound w = (Wound)parent.recycle( Wound.class );
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parent.bringToFront( w );
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w.reset( pos );
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w.angle = angle;
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}
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}
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