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.sprites;
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import android.graphics.Bitmap;
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import com.watabou.gltextures.TextureCache;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.MovieClip;
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import com.watabou.noosa.TextureFilm;
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import com.watabou.noosa.audio.Sample;
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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.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.watabou.utils.PointF;
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import com.watabou.utils.Random;
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public class ItemSprite extends MovieClip {
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public static final int SIZE = 16;
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private static final float DROP_INTERVAL = 0.4f;
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protected static TextureFilm film;
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public Heap heap;
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private Glowing glowing;
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private float phase;
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private boolean glowUp;
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private float dropInterval;
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public ItemSprite() {
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this( ItemSpriteSheet.SMTH, null );
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}
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public ItemSprite( Item item ) {
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this( item.image(), item.glowing() );
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}
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public ItemSprite( int image, Glowing glowing ) {
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super( Assets.ITEMS );
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if (film == null) {
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film = new TextureFilm( texture, SIZE, SIZE );
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}
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view( image, glowing );
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}
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public void originToCenter() {
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origin.set(SIZE / 2 );
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}
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public void link() {
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link( heap );
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}
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public void link( Heap heap ) {
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this.heap = heap;
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view( heap.image(), heap.glowing() );
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place( heap.pos );
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}
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@Override
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public void revive() {
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super.revive();
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speed.set( 0 );
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acc.set( 0 );
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dropInterval = 0;
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heap = null;
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}
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public PointF worldToCamera( int cell ) {
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final int csize = DungeonTilemap.SIZE;
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return new PointF(
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cell % Level.WIDTH * csize + (csize - SIZE) * 0.5f,
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cell / Level.WIDTH * csize + (csize - SIZE) * 0.5f
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);
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}
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public void place( int p ) {
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point( worldToCamera( p ) );
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}
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public void drop() {
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if (heap.isEmpty()) {
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return;
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}
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dropInterval = DROP_INTERVAL;
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speed.set( 0, -100 );
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acc.set( 0, -speed.y / DROP_INTERVAL * 2 );
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if (visible && heap != null && heap.peek() instanceof Gold) {
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CellEmitter.center( heap.pos ).burst( Speck.factory( Speck.COIN ), 5 );
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Sample.INSTANCE.play( Assets.SND_GOLD, 1, 1, Random.Float( 0.9f, 1.1f ) );
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}
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}
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public void drop( int from ) {
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if (heap.pos == from) {
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drop();
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} else {
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float px = x;
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float py = y;
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drop();
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place( from );
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speed.offset( (px-x) / DROP_INTERVAL, (py-y) / DROP_INTERVAL );
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}
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}
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public ItemSprite view( int image, Glowing glowing ) {
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frame( film.get( image ) );
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if ((this.glowing = glowing) == null) {
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resetColor();
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}
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return this;
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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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// Visibility
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visible = heap == null || Dungeon.visible[heap.pos];
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// Dropping
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if (dropInterval > 0 && (dropInterval -= Game.elapsed) <= 0) {
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speed.set( 0 );
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acc.set( 0 );
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place( heap.pos );
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if (Level.water[heap.pos]) {
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GameScene.ripple( heap.pos );
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}
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}
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// Glowing
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if (visible && glowing != null) {
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if (glowUp && (phase += Game.elapsed) > glowing.period) {
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glowUp = false;
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phase = glowing.period;
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} else if (!glowUp && (phase -= Game.elapsed) < 0) {
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glowUp = true;
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phase = 0;
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}
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float value = phase / glowing.period * 0.6f;
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rm = gm = bm = 1 - value;
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ra = glowing.red * value;
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ga = glowing.green * value;
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ba = glowing.blue * value;
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}
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}
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public static int pick( int index, int x, int y ) {
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Bitmap bmp = TextureCache.get( Assets.ITEMS ).bitmap;
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int rows = bmp.getWidth() / SIZE;
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int row = index / rows;
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int col = index % rows;
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return bmp.getPixel( col * SIZE + x, row * SIZE + y );
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}
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public static class Glowing {
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public static final Glowing WHITE = new Glowing( 0xFFFFFF, 0.6f );
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public float red;
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public float green;
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public float blue;
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public float period;
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public Glowing( int color ) {
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this( color, 1f );
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}
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public Glowing( int color, float period ) {
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red = (color >> 16) / 255f;
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green = ((color >> 8) & 0xFF) / 255f;
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blue = (color & 0xFF) / 255f;
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this.period = period;
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}
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}
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}
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