| /* |
| * Copyright (C) 2010 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| |
| package com.replica.replicaisland; |
| |
| public class AttackAtDistanceComponent extends GameComponent { |
| private static final int DEFAULT_ATTACK_DISTANCE = 100; |
| private float mAttackDistance; |
| private float mAttackDelay; |
| private float mAttackLength; |
| private float mAttackStartTime; |
| private boolean mRequireFacing; |
| private Vector2 mDistance; |
| |
| public AttackAtDistanceComponent() { |
| super(); |
| setPhase(GameComponent.ComponentPhases.THINK.ordinal()); |
| mDistance = new Vector2(); |
| reset(); |
| } |
| |
| @Override |
| public void reset() { |
| mAttackDelay = 0; |
| mAttackLength = 0; |
| mAttackDistance = DEFAULT_ATTACK_DISTANCE; |
| mRequireFacing = false; |
| } |
| |
| @Override |
| public void update(float timeDelta, BaseObject parent) { |
| GameObject parentObject = (GameObject) parent; |
| |
| GameObjectManager manager = sSystemRegistry.gameObjectManager; |
| if (manager != null) { |
| GameObject player = manager.getPlayer(); |
| if (player != null) { |
| mDistance.set(player.getPosition()); |
| mDistance.subtract(parentObject.getPosition()); |
| |
| TimeSystem time = sSystemRegistry.timeSystem; |
| final float currentTime = time.getGameTime(); |
| final boolean facingPlayer = |
| (Utils.sign(player.getPosition().x - parentObject.getPosition().x) |
| == Utils.sign(parentObject.facingDirection.x)); |
| final boolean facingDirectionCorrect = (mRequireFacing && facingPlayer) |
| || !mRequireFacing; |
| if (parentObject.getCurrentAction() == GameObject.ActionType.ATTACK) { |
| if (currentTime > mAttackStartTime + mAttackLength) { |
| parentObject.setCurrentAction(GameObject.ActionType.IDLE); |
| } |
| } else if (mDistance.length2() < (mAttackDistance * mAttackDistance) |
| && currentTime > mAttackStartTime + mAttackLength + mAttackDelay |
| && facingDirectionCorrect) { |
| mAttackStartTime = currentTime; |
| parentObject.setCurrentAction(GameObject.ActionType.ATTACK); |
| } else { |
| parentObject.setCurrentAction(GameObject.ActionType.IDLE); |
| } |
| } |
| } |
| |
| } |
| |
| public void setupAttack(float distance, float delay, float duration, boolean requireFacing) { |
| mAttackDistance = distance; |
| mAttackDelay = delay; |
| mAttackLength = duration; |
| mRequireFacing = requireFacing; |
| } |
| |
| |
| } |