Files
shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/effects/Wound.java
T
Evan Debenham aed303672a V0.1.0 Partial Commit
changed package and application names to differentiate from main PD
release
2014-08-03 14:46:22 -04:00

84 lines
2.2 KiB
Java

/*
* 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 <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.effects;
import com.watabou.noosa.Game;
import com.watabou.noosa.Group;
import com.watabou.noosa.Image;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
public class Wound extends Image {
private static final float TIME_TO_FADE = 0.8f;
private float time;
public Wound() {
super( Effects.get( Effects.Type.WOUND ) );
origin.set( width / 2, height / 2 );
}
public void reset( int p ) {
revive();
x = (p % Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - width) / 2;
y = (p / Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - height) / 2;
time = TIME_TO_FADE;
}
@Override
public void update() {
super.update();
if ((time -= Game.elapsed) <= 0) {
kill();
} else {
float p = time / TIME_TO_FADE;
alpha( p );
scale.x = 1 + p;
}
}
public static void hit( Char ch ) {
hit( ch, 0 );
}
public static void hit( Char ch, float angle ) {
Wound w = (Wound)ch.sprite.parent.recycle( Wound.class );
ch.sprite.parent.bringToFront( w );
w.reset( ch.pos );
w.angle = angle;
}
public static void hit( int pos ) {
hit( pos, 0 );
}
public static void hit( int pos, float angle ) {
Group parent = Dungeon.hero.sprite.parent;
Wound w = (Wound)parent.recycle( Wound.class );
parent.bringToFront( w );
w.reset( pos );
w.angle = angle;
}
}