V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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@@ -0,0 +1,99 @@
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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 com.watabou.noosa.TextureFilm;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Shuriken;
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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.Callback;
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public class TenguSprite extends MobSprite {
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private Animation cast;
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public TenguSprite() {
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super();
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texture( Assets.TENGU );
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TextureFilm frames = new TextureFilm( texture, 14, 16 );
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idle = new Animation( 2, true );
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idle.frames( frames, 0, 0, 0, 1 );
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run = new Animation( 15, false );
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run.frames( frames, 2, 3, 4, 5, 0 );
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attack = new Animation( 15, false );
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attack.frames( frames, 6, 7, 7, 0 );
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cast = attack.clone();
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die = new Animation( 8, false );
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die.frames( frames, 8, 9, 10, 10, 10, 10, 10, 10 );
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play( run.clone() );
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}
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@Override
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public void move( int from, int to ) {
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place( to );
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play( run );
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turnTo( from , to );
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if (Level.water[to]) {
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GameScene.ripple( to );
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}
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}
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@Override
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public void attack( int cell ) {
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if (!Level.adjacent( cell, ch.pos )) {
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((MissileSprite)parent.recycle( MissileSprite.class )).
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reset( ch.pos, cell, new Shuriken(), new Callback() {
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@Override
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public void call() {
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ch.onAttackComplete();
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}
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} );
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play( cast );
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turnTo( ch.pos , cell );
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} else {
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super.attack( cell );
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}
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}
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@Override
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public void onComplete( Animation anim ) {
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if (anim == run) {
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idle();
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ch.onMotionComplete();
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} else {
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super.onComplete( anim );
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}
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}
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}
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