/* * 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 */ package com.shatteredpixel.shatteredpixeldungeon.sprites; import com.watabou.noosa.TextureFilm; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.effects.Speck; public class DM300Sprite extends MobSprite { public DM300Sprite() { super(); texture( Assets.DM300 ); TextureFilm frames = new TextureFilm( texture, 22, 20 ); idle = new Animation( 10, true ); idle.frames( frames, 0, 1 ); run = new Animation( 10, true ); run.frames( frames, 2, 3 ); attack = new Animation( 15, false ); attack.frames( frames, 4, 5, 6 ); die = new Animation( 20, false ); die.frames( frames, 0, 7, 0, 7, 0, 7, 0, 7, 0, 7, 0, 7, 8 ); play( idle ); } @Override public void onComplete( Animation anim ) { super.onComplete( anim ); if (anim == die) { emitter().burst( Speck.factory( Speck.WOOL ), 15 ); } } @Override public int blood() { return 0xFFFFFF88; } }